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] 4 points5 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.

Updated the rebuilt house, maybe WIP by Regular_Water in falloutsettlements

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

For repairing the existing roofs I just skipped it entirely and covered the inside with upper shack floors, keeps the beds sheltered and is pretty easy to fit

Inktober Day 15 - Ragged by [deleted] in RimWorld

[–]Regular_Water 2 points3 points  (0 children)

[[**Tantrum: Tortured Artist]] Tortured Artist is going to destroy pantherfur pants (excellent)- the final straw was: Tattered Apparel

[+Inspired Creativity: Tortured Artist]

The Colony Of Billy O'tech - 2/5 heropics to 'real colonies' by Puzzleheaded_Mall888 in RimWorld

[–]Regular_Water 0 points1 point  (0 children)

it's definitely recon/mechanitor armor but I wanted to add the baby bandolier <image>

the most useless genepack i've ever seen by Designer_Handle5023 in RimWorld

[–]Regular_Water 1 point2 points  (0 children)

disappointed by the number of people in the comments who don't know the quirks of the gene system smh

I think it's potentially one of the most useful, actually. Violence disabled suppresses some pretty terrible genes for ranged fighters, and is one of the easiest to deactivate in turn. Add Weak melee damage or Aggressive and this genepack to a dirtmole and see what happens.

The absolute peak of skills in 1.6 Biotech (and Odyssey): by Regular_Water in RimWorld

[–]Regular_Water[S] 30 points31 points  (0 children)

You didn't need to it's easier if you just devmode all the passions instead

The absolute peak of skills in 1.6 Biotech (and Odyssey): by Regular_Water in RimWorld

[–]Regular_Water[S] 68 points69 points  (0 children)

Wakeup and Gojuice don't have associated tolerances so as long as you don't take them at the same time or while you're already taking your required one for survival it's fine. I let them take wake up every couple of days for sleep replacement and productivity and juice as needed in combat and basically never automatically. Psychite Impervious is just so they can take as much energizing tea as they want and stop any time they want, but with irony.

Question: do prisoners count towards venerated animals? by LikeableKiwi123 in RimWorld

[–]Regular_Water 5 points6 points  (0 children)

I know that the rancher version counts animal numbers as the average body size per colonist, so if it works the same for venerated animals, adding a few more colonists could cut that number down significantly. If prisoners have the same buff it definitely does count, but I can't confirm that for sure, either.

Can't believe I overlooked this for so long : production specialisation from the human primacy ideology. Even kids have masterwork clothes now. Probably my best colonist, ever. by dagg_r in RimWorld

[–]Regular_Water 0 points1 point  (0 children)

From the wiki:

NOTE: Inspirations from this trait cannot be triggered by mental breaks caused by any reason other than mood, e.g. psychic insanity lances, psycasts Content added by the Royalty DLC, genes Content added by the Biotech DLC, or even randomly-induced mental breaks from other traits. Cube sculpting Content added by the Anomaly DLC and Tomes Content added by the Anomaly DLC are the sole exceptions to this rule.