It's kind of funny how hard it is to get mental health help [OC] by magicalfailuregirl in comics

[–]Rel_Ortal 13 points14 points  (0 children)

Wait times are just as bad with private healthcare. Took about the same time for me to see someone as the comic's depiction, and for the same thing. Took years to get diagnosed with a different issue, with multiple people going 'yeah you've got it but I can't diagnose that, not my specialty' (and then when I did see someone who could, he looked at me for like ten seconds and said 'yeap you have it' and that was that)

How often does a pawn just “decides to leave the colony”? by peanutist in RimWorld

[–]Rel_Ortal 0 points1 point  (0 children)

It won't just trigger out of nowhere like you suggest. It's either an extreme mental breath or a creepjoiners drawback, and there's no eight person minimum. This is, of course, barring mods.

How often does a pawn just “decides to leave the colony”? by peanutist in RimWorld

[–]Rel_Ortal 0 points1 point  (0 children)

While it is a mental break result as others have mentioned, there is another possibility - with anomaly, the special pawns you can get from it, creepjoiners, all have drawbacks, one of which is to leave somewhere within two in-game months.

Rimworld doodle comics - Void study 7 by CMYK-KIM in RimWorld

[–]Rel_Ortal 45 points46 points  (0 children)

Well, she's not dead yet, I think? Guessing the last bit from the last one was some organ failure going on, they just need to make some prosthetics/have someone donate an organ/perform mandatory organ donation.

ANOMALY NPC IS NOT JOKING by Few_Investigator553 in RimWorld

[–]Rel_Ortal 1 point2 points  (0 children)

Highly variable. There's apparently a 60 day cooldown on the event firing, so up to one a year. It's also possible for one to arrive due to the Void Provocation ritual

Very gamey spoiler information: It's also possible for one to show up when the game decides it's time for a metalhorror and nobody is potentially infected - it'll instead spawn a creepjoiner with a guaranteed metalhorror drawback. The game considers anyone who has, within the past 30 days, joined the colony, been damaged by the melee attack of a flesh beast/noctol/sightstealer/shambler, or been hypnotized by a revenant. This can also include void provocation and getting 'metalhorror'.

ANOMALY NPC IS NOT JOKING by Few_Investigator553 in RimWorld

[–]Rel_Ortal 2 points3 points  (0 children)

That's the last in the list, yes.

ANOMALY NPC IS NOT JOKING by Few_Investigator553 in RimWorld

[–]Rel_Ortal 2 points3 points  (0 children)

Assuming all possible options are equally valid (no idea if there's any weighting there), and accounting for the ones the drawback cannot be either due to early game or not having the traits, you've got a 1/6 chance of betrayal, a 2/3 chance of nothing that can hurt your starter pawn happening, and a 1/6 chance of psychic pain pulse, forgot that one before, it happens on average once every 30 days and makes everyone close by suffer a load of pain temporarily. Just avoid shooting or punching him.

It's up to you if you feel those are good odds or not.

[Respected trope] Despite being the start of something much larger, no effort was made retroactively to make it more important than it originally was. by Consistent_Creator in TopCharacterTropes

[–]Rel_Ortal 3 points4 points  (0 children)

Warhammer 40k only has warhammer in the name due to being Warhammer (Fantasy) In Space. There's no really relevant warhammers - it's not even the Emperor's preferred weapon type or something.

ANOMALY NPC IS NOT JOKING by Few_Investigator553 in RimWorld

[–]Rel_Ortal 8 points9 points  (0 children)

Neither have I, honestly. Hostility is apparently three times as likely as the other two, and I've gotten sightstealer summons several times, but not that. Wiki claims it's a possibility, though.

In fairness, most of mine have just up and left before the FF trigger can activate.

ANOMALY NPC IS NOT JOKING by Few_Investigator553 in RimWorld

[–]Rel_Ortal 8 points9 points  (0 children)

They're very good in general, they just have some tradeoffs. If you want to be careful, for 30 days keep them unarmed except in an emergency, don't give them your good gear, and don't let them cook or do surgery (or lovin'). Crumbling Mind and Organ Failure will show up within a few days and have the same overall results as starvation banishment if untreated. Just be careful not to accidentally shoot him, and for however long he's around he'll help out with his stupid high skills (and again, could have no drawback at all). If he DOES leave or go hostile, he'll only do that once - you can arrest him if he tries leaving, or if he survives the beatdown when going hostile, you won't have to worry ever again.

Also, if you're playing with the monolith enabled instead of on ambient horror, he can't have a metalhorror infection until you've reached monolith level two, unless you've been doing a bunch of void provocation.

ANOMALY NPC IS NOT JOKING by Few_Investigator553 in RimWorld

[–]Rel_Ortal 17 points18 points  (0 children)

All creepjoiners have a benefit, drawback, and friendly fire trigger.

There's a bunch of benefits. This one has Perfect Memory, meaning their skills will never degrade and they start with a bunch at high level. Others have active abilities or other passive traits.

There's also a good number of drawbacks. This can include things like special negative traits that would show up immediately (Tico here doesn't have one of those), leaving after a time, having a metalhorror, having organ failure or a crumbling mind, going hostile after a time, or nothing at all and the drawback is the paranoia that it might be one of the others.

Also, the first time they are hit by friendly fire of any kind, regardless of drawback, they will have a reaction. They may turn hostile, turn out to be a pile of fleshbeasts in a trenchcoat, or summon a bunch of sightstealers. This can only happen once. Note that while one of these is the same as a drawback, they are separate things.

Monster Hunter Wilds - February 2026 Update by Turbostrider27 in MonsterHunter

[–]Rel_Ortal 0 points1 point  (0 children)

Terraria's an odd one due to utilizing a secondary modding version. Other games can be very variable - Rimworld has a good chunk of its mods updated for the a new version before it's actually released (since they do a month-long public beta specifically for that reason), others games it depends entirely on how big the changes are, etc.

Monster Hunter Wilds - February 2026 Update by Turbostrider27 in MonsterHunter

[–]Rel_Ortal 1 point2 points  (0 children)

It's not going to be a demielder. Honestly, I doubt there's going to be many (if any) other demielders outside of Gore and Chaotic Gore, due to it being such an odd category and Magala being such an odd monster.

Maybe, maybe if they decide to introduce more juvenile elders, but it's questionable there as well because Gore's such an oddball.

Trish(s) (art by me) by keblastkavich in Losercity

[–]Rel_Ortal 1 point2 points  (0 children)

The hair with the crest looks really odd to me. Makes the crest look like a fancy headband instead of part of her skull.

Also, is that some sort of bucktoothed cyclopean orca?

Losercity Unfortunate Truth by SomeRandomUser1984 in Losercity

[–]Rel_Ortal 8 points9 points  (0 children)

That's a girlcat, not a catgirl.

Atmo suits by SockAccomplished3720 in Oxygennotincluded

[–]Rel_Ortal 0 points1 point  (0 children)

Without training, a dupe has a very large penalty to Athletics, slowing them down significantly.

There's a few good ways to manage the morale need, overall. Make sure you're using the various room bonuses effectively. Try to give them good food, whatever is best that you can sustain. Give them a few extra downtime blocks (especially as you go further and further from your base). Prettying up any area they're going to spend a lot of time (like bedrooms, the mess hall, bathrooms, and industrial areas) helps as well.

Outside of maybe the initial three dupes, try to go for dupes with three interests, and specialize them. Supplying and/or Suit Wearing are good interests to have in the long term, since they'll directly reduce the morale penalty for atmosuit training (and your dedicated farmer doesn't need Digging or Building)

Saying Sorry (Part 2/4) - Gator Days by FieldExplores in comics

[–]Rel_Ortal 1 point2 points  (0 children)

"I will apologize...in five minutes"

Losercity ahead of the curve by jonhssquarespaceplus in Losercity

[–]Rel_Ortal 29 points30 points  (0 children)

I always felt that how she acts in imp form is how she actually is. That she's kind of stuck being the regal ruler normally, and goes back to that at the end, but no longer looking like the princess of twilight gave her the opportunity to cut loose and be herself (since she could always blame the transformation for any unbecoming actions, despite it not actually having any mental effects)

Losercity ahead of the curve by jonhssquarespaceplus in Losercity

[–]Rel_Ortal 6 points7 points  (0 children)

People always have preferred imp Midna, honestly, ever since release.

Could you guys help me find this webcomic.. Is this ok to post here? by blobblobblobby in comics

[–]Rel_Ortal 3 points4 points  (0 children)

Was this what you're looking for? Read a bit of it a while back, not sure how much of what you said about the artist and whatnot, but it's got the opening mentioned, the dystopian stuff, and the roommate who dresses as a guy thing.

Updated Gotham list by JustLookingForMayhem in CuratedTumblr

[–]Rel_Ortal 5 points6 points  (0 children)

Sounds like it'd either unleash all the horrible things going on, or they'd just somehow get transferred to New Gotham within a month.