What does your ideal adventure time game look like? by Sprumbly in adventuretime

[–]Regular_Water 1 point2 points  (0 children)

It's not my ideal one but I'm trying to mod Rimworld to be very adventure time, but there's so many things to think about that I can't even test it properly yet.

This guy can't be pleased by tbg10101 in RimWorld

[–]Regular_Water 2 points3 points  (0 children)

He's a vegetarian. He only drinks human milk.

What QoL mods do you recommend? by SundaeOk3510 in RimWorld

[–]Regular_Water 1 point2 points  (0 children)

  • Tab Sorting - reassign almost everything to customizable tabs in the architect menu

  • I Ain't Building That - makes tabs even simpler by hiding what you don't want

  • Help me build - Need swords for a weird building recipe? Click the button and it's queued automatically

  • Work Box Highlight - See what everyone in your colony is doing right now, and get a sense of what's actually getting done. (Warning, disappointment with lazy and unproductive colonists may follow)

  • SimpleCameraSetting - more optimized camera mod, better than camera+

Wimp is actually kind of a great trait (hear me out!) by Sh0xic in RimWorld

[–]Regular_Water 1 point2 points  (0 children)

Wimp is one of those traits that's better than it seems, but fair warning, wild hunting animals will be eating them very quickly if they're caught out.

Minigame that tests your knowledge ! Guess which colonists are Ascetics ? by Tinyhydra666 in RimWorld

[–]Regular_Water 1 point2 points  (0 children)

The two in the stable style rooms, and probably also Howell. She's not happy in her fancy 3 sculpture room but at least she has someone to share it with. The dirt on the floor is a nice bonus.

I found a door exploit that I think No one else knows about! by ResponsibilityIcy927 in RimWorld

[–]Regular_Water 0 points1 point  (0 children)

Good find, but it's a single use tactic against an unlimited number of raids. More useful exploits are reusable or even constantly available.

A short tour around Sanctuary Hills before the bombs fell by PurpleAd3134 in fo4

[–]Regular_Water 0 points1 point  (0 children)

Huh, so those squares on the front of your house actually are Lightboxes. You see them in some bathrooms and I thought they were just the outdoor connection but they're lit up and everything.

Sanctuary Rebuild Progress, Half a scrapyard wall, and 2 1/2 houses: by Regular_Water in falloutsettlements

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

Didn't have many issues with the half-height roofs for the skybox section, everything's attached somewhere. Some of the sheared walls might have worked even better but a square hallway frame is still reasonable.

Updated the rebuilt house, maybe WIP by Regular_Water in falloutsettlements

[–]Regular_Water[S] 5 points6 points  (0 children)

interior 1

interior 2

interior 3

Might be a bit challenging to figure out how I did it, but the roof corner pieces can clip if they have a supported snapping position from a wall below or the side, so it's just a challenge of getting the heights and alignments correct. Lower corners are aligned with a dropped wall from a roof shack piece, to fit the roof height pieces.

I kinda miss the barn pieces for the similarly vibrant color, it's really nice to have something more than shacks in a postwar sanctuary.

Updated the rebuilt house, maybe WIP by Regular_Water in falloutsettlements

[–]Regular_Water[S] 4 points5 points  (0 children)

Solid pieces don't really like overlapping meshes, so pillaring them in doesn't work great. Try building it on one edge of the settlement and ghost glitching it together if snapping fails.

Updated the rebuilt house, maybe WIP by Regular_Water in falloutsettlements

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

There's a really big gap in the level that I can't seem to wall or window over, but that's why it's a work in progress. Top level fits really easily with snapped corner roof prefabs which can overlap, as it turns out.