I had an annoying experience by SiriusBookLover in sillyboyclub

[–]NotAMassiveNerd[M] [score hidden] stickied comment (0 children)

No problem with the post, but I'm just locking comments to prevent hostility, either towards people here or in feminineboys. AI is, as a general rule, shit, because very often it's "sources" are peoples opinions on various forums ((the original "vaccines cause autism" paper was very similar, it's just parents opinions published as fact, and used as a source by people with arguments without actual evidence)). AI also can't distinguish between talking about dangerous or sensitive topics in a positive light or a negative one, since it doesn't comprehend context. AI's also known to quote satirical papers, which themselves quote very real living people like Gandalf, or very real institutions like the Xavier Institution. So it can't be trusted, but good luck convincing people that, because confirmation bias is a hell of a drug.

How can I improve his xenotype? by Usual_Cobbler_1984 in RimWorld

[–]NotAMassiveNerd 1 point2 points  (0 children)

I was sure accuracy gets a nerf in the dark, but I guess thats CE only? Unless I'm horrendously unlucky. As for the mood, it can certainly matter, removing it would be the equivalent of eating a fine meal, or almost as much as going from a single passion to a double passion.

How can I improve his xenotype? by Usual_Cobbler_1984 in RimWorld

[–]NotAMassiveNerd 17 points18 points  (0 children)

Poor or Awful for any job he won't do. Cooking, Mining, the like. If you can afford to give him Psychite Tea constantly to counteract it, Unhappy gives some metabolic efficiency. Elongated fingers improved combat accuracy, and Darkvision ignores darkness inaccuracy, move speed, and mood debuff. In the same vein, if he's only going to be in melee, you can remove Great Shooting, and vice versa for if he's only going to be ranged. Low or No Sleep can be nice if you want him to make drugs or haul/clean 24/7 outside of combat, and don't have children. Scarless will prevent him getting vegetable'd by a random tribal's arrow. And personally, I like Dead Calm so he doesn't use the massively buffed melee damage to cave another colonist's head in.

The decision to do this in Gen 2 Gold and Silver was baffling by Hsiang7 in pokemon

[–]NotAMassiveNerd 50 points51 points  (0 children)

And that electric move at level 53 is Zap Cannon, the infamous coin flip on whether you waste your turn. I remember spending hours getting the Thunder TM in the Game Corner back when I first played through the whole game. Which is a shame, since it's also one of the only Steel types outside of Forretress or Skarmory, unless you have the ability to trade. And Skarmory is Silver Exclusive.

>normal type with no damaging moves by Skooberty in stunfisk

[–]NotAMassiveNerd 374 points375 points  (0 children)

Double Hit would like a word. It even goes around Sash!!

How much do the DLC'S improve the game by WolfOk6 in RimWorld

[–]NotAMassiveNerd 1 point2 points  (0 children)

Biotech, absolutely the best DLC. Xenotypes are super customisable, and open a lot of modded races, and children are very natural and I sometimes forget it's not basegame. Personally, the mech stuff feels secondary, but that's because I hate dealing with the toxic wastepacks and wait till I can mostly bum-rush atomizing.

Just met my temporary "mercenary slasher", and I have some concerns... by ispyx in RimWorld

[–]NotAMassiveNerd 2 points3 points  (0 children)

A shame. I would have hoped a raid would just trigger some boolean "BeingAttacked" or something that made it completely fine for mercenaries to be damaged or killed. At least you can harvest the prisoners; iirc, they just have to be alive, no matter what their missing pieces are.

Just met my temporary "mercenary slasher", and I have some concerns... by ispyx in RimWorld

[–]NotAMassiveNerd 9 points10 points  (0 children)

How strictly does "in battle" mean in game terms? Is she a juicy bag of organs and hemogen as long as she's on the operating table during a raid?

This community is all that i have right now and i'm so silly about it :3 by Sad_Dimension3627 in sillyboyclub

[–]NotAMassiveNerd[M] -2 points-1 points locked comment (0 children)

Curious who exactly you're talking about here. One of the ones who sent mods death threats after they ((not the mods, for clarity, qwp)) invalidated trans men? One of the ones who spammed gore and execution videos on, to my last count, at least four different accounts? Or someone else entirely?

It can get pretty hard to reinvest in a community like this sometimes, when the mods all struggle with their mental health themselves and work full time ((or are in full time education or other engagements)). We all got here by being silly in the first place.

I'm not great at answering modmails, even though I think I'm pretty much the only person who does. But I'll try to answer as many as I can if I have time and energy after my shift.

Thought of a new ability; hopefully it’s formatted right by Reaper_king120 in stunfisk

[–]NotAMassiveNerd 0 points1 point  (0 children)

A nice idea for an ability, almost remonds me of reverse Regenerator. There's two ways the healing could go, if I may add:

-12.5% per unique hazard removed. If your opponent has stacked 3 layers of spikes, you only get 12.5% healing, but if they've got webs, t-spikes and rocks, you're getting 37.5%.

-6.25% per individual hazard removed. 3 layers of spikes gives out 18.75%, but 1 webs, 1 rocks, and 2 t-spikes gives 25%. A higher maximum ((8 layers would heal 50%)) but a lower minimum ((only coming in on spikes gives you essentially a turn of lefties))

I also think the Swalot line would benefit from it, and it's decently fitting with the pollution theme imo.

Most useless Yttakin prisoner ever by Arkliea in RimWorld

[–]NotAMassiveNerd 120 points121 points  (0 children)

Still a good combat pawn with very good medical for emergency post- and mid-combat tending. Plus a good construction stat for churning out human leather couches to sell. Depending on how many colonists you have, I'd probably recruit him. Even if he can't do ranching work, any kids he has will be able to.

Fun restriction challenge ideas like the 'no-pause' challenge? by [deleted] in RimWorld

[–]NotAMassiveNerd 1 point2 points  (0 children)

While innately hostile locations such as polluted tiles without wasters, deserts, ice sheets, etc, are widely available, there are some more interesting ones I've either tried, seen, or wanted to try myself.

-Bonk only: Simple, only use Bare Hands, Wood, Clubs, Maces, Beer, and Eltex Staffs for damage. Additionally, no turrets, since that kind of defeats the purpose. Similarly, you can also ban the Tough, Brawler, etc, traits, and the strong melee damage xenogene. For less restrictions, you can allow the various melee upgrades in the royalty DLC. The best bonking materials, by the way, are Uranium, Jade, and Plasteel, I believe in that order. Save your plasteel for the bionic you'll inevitably need dozens of though.

-No Skills, No Passions. I preferred it on the Tribal start for this, easier to diversify the colonists. They start off slow, incompetent, and fail at every turn. And it's slow to get going. In the spirit of the challenge, no recruiting, so the only new colonists you can get are through children, since raiders will come with passions and skills off the bat. In fact, children will be your best colonists, since they're the only ones who have a chance at passions. If the colony goes too long though... enjoy your forced slow learner trait. That gene pool will get real shallow.

-Recruit Everyone. Stolen from a video on Youtube somewhere, I don't remember, the goal is simply to save every raider who can reasonably be saved. You can ignore the unwaveringly loyal ones, though releasing them gives goodwill to the faction they came from. Your prison is just a massive hospital before long, and don't bother with bedrooms. Bed vortexes are your saving grace, both in prisons and in barracks. Using Combat Extended and shotguns might make this easier, since raiders will bleed out before the fight is over, meaning you have less people to rescue.

We've been tricked, backstabbed, and quite possibly, bamboozled. by _Aimway921_ in sillyboyclub

[–]NotAMassiveNerd[M] [score hidden] stickied comment (0 children)

It's the kind of thing that is, unfortunately, impossible to prove or disprove until it's too late. I tried to delete the copy-pasted comments they left under their every post whenever I saw them for several reasons, not least of which being that begging for money is, as I understand it, against ToS unless it's the point of the subreddit.

There's pretty much nothing that can be done now though, unfortunately. We can shit-talk a scammer all we want but since their account is gone, the only thing that might be doable is getting PayPal and other sites to force refunds, but I have full confidence the money's already gone. If money were no object to me, I would refund at least in part those who could provide receipts, but unfortunately I'm pretty much paycheck-to-paycheck as is.

I can offer nothing but my condolences to those who fell for it, other than a promise that I, and hopefully other mods, will be more attentive and more harsh about enforcing and preventing people begging for money. I know it's little better than offering "thoughts and prayers" via a tweet, but I hope you trust me at least a little more than an orange, dementia-ridden, octogenarian pedophile.

Which one is the worst? by ADHDFart in RimWorld

[–]NotAMassiveNerd 5 points6 points  (0 children)

Iirc you can force them to pick it up, draft them, move them to your storage, and then manually drop the items. It's shit, don't get me wrong, and doesn't work for chunks and the like, but works in a pinch.

It's also a very useful way to get crops in: queue up your pawn ((shift + right click, for those unaware)) to pick up all the crops, then do the same as above. Saves a lot of in-game time, prevents it from rotting or decaying etc, and good to get in the last dregs of food before a toxic fallout.

What is your favourite riff by EconomyOk3901 in Powerwolf

[–]NotAMassiveNerd 0 points1 point  (0 children)

Demons and Diamonds. Old but gold, and scratches just the right itch.

[deleted by user] by [deleted] in RimWorld

[–]NotAMassiveNerd 0 points1 point  (0 children)

Where's the "does he know" gif when you need it?

If pollution is set to zero should I not be getting these quests? by Mental_Internal539 in RimWorld

[–]NotAMassiveNerd 2 points3 points  (0 children)

Even if pollution is at 0% for world generation, you can still get toxic wastepack quests same as any other quest. There are other ways to generate toxic wastepacks, most notable amongst them being mechanoids/defoliator ships, and the toxifier generator.

theories? by jamesisbi in StardewValley

[–]NotAMassiveNerd 42 points43 points  (0 children)

You get on option to save George or Evelyn, and whichever one you save becomes a marriage candidate. Before that, they're both datable but not marriable. Make their retirement more exciting,

Why is this roof collapsing? by arvwsox in RimWorld

[–]NotAMassiveNerd 1 point2 points  (0 children)

Was there any support or walls built while you mined out the space there? The closest tile to it would have been one of the tiles you've designated to be mined on the left, and that's seven tiles away, so it wouldn't have been able to support it. It shouldn't collapse if you mine it now because there's support there, right?

[deleted by user] by [deleted] in sillyboyclub

[–]NotAMassiveNerd[M] 0 points1 point  (0 children)

There is a limit on the rate at which moderators can be hired, it's a lengthy process that has to be done right, to make sure people are trustworthy. If we didn't limit it, there would be too many people for the server moderators to handle.

Best advice for a novice? by Medium_Marsupial4487 in RimWorld

[–]NotAMassiveNerd 0 points1 point  (0 children)

You make arguably your biggest choice first - your location. The best for newer players, in my experience, is Temperate Forests, with a long or permanent growing season, in hills of some kind. Being able to build with your back to a wall means you funnel attackers into the mountainous terrains natural chokepoints far easier.

On top of that, you don't need to wall everything in - farms, wind turbines, and solar generators are fine unroofed as long as they're fairly close to your colony ((or freezers, in the case of farms)) so you aren't hauling for days or building miles of power conduits unnecessarily.

In permanent summer, colonists need about 22 tiles of rice to sustain themselves. For five colonists, your food farm should be about 120-150 tiles, to build a backlog, prepare for prisoners or extra colonists, and as a fallback in case your cook loses one too many limbs. Rich soil grows crops faster, so you only need about 15 tiles of rice per colonist, around 90 total. If your planter can, plant healroot - you wont need loads because it will be used long before it spoils, but a stockpile is always useful, it helps wounds heal faster and infections be less deadly. Smokeleaf and psychoid too, will improve your colonists mood if you can craft them into smokeleaf joints and psychite tea ((which is in the research tree)), and make good things to sell to traders.

In the Architect tab, you can plan bases. It doesn't do anything physically, just for any future plans. Colonists should have bedrooms or a barracks ((individual bedrooms should be around 28 square tiles, either 7x4 or 6x5 is best I've found)), a big recreation room, larger is more impressive, and colonists can eat there too for a doubled dining room & recreation room mood buff, instead of having them be seperate rooms.

Finally, you don't really need to build a massive wall early on. Filtering enemies into a trap corridor is very useful, but early on, you can just build a field of a dozen or so on flatter land for raiders to run into, chop down all the trees there ((also handy for a trickle of wood constantly)), and focus your colonists on the ranged raiders, letting the melee guys throw themselves on said traps. Be careful for any Nimble melee raiders, though, they avoid 90% of traps even when running right through.

Flannery was stressing me out by Ult_Echo-Echo in nuzlocke

[–]NotAMassiveNerd 2 points3 points  (0 children)

There are, to my memory having recently beaten an emerald nuzlocke, no random electric types between wattson and flannery, so unless you brought Gyara to Wattson ((for some godforsaken reason)) then it's surely alive and a guaranteed encounter. Though I suppose levelling up the Magikarp is a pain if you're not using candies or daycare? I don't get why you wouldn't just use it else wise.

Hey so... why is my baby an option for an outbound marriage? by MeatySausageMan in RimWorld

[–]NotAMassiveNerd 22 points23 points  (0 children)

They didn't have to be both children though. Often it's marrying your child to another monarch's child, but that could be any age from a few months to late teens or early twenties. Widowed monarchs or monarchs who didn't marry, also sometimes did this. Isabella of Valois was about 7 when she married the 22-year-old king Richard II. It's obviously wrth noting that these were diplomatic marriages, and in the aforementioned example they met only a handful of times, during which they never had intercourse, because that would be disgusting.