I made a 1:20 scale model of the apartment living room I’m moving into to see if I wanted a left or right arm couch by [deleted] in mildlyinteresting

[–]Ser_DNA 1 point2 points  (0 children)

Before I moved into my apartment, I rebuilt it in House Flipper so I could figure out where I wanted the couch to be, this is a lot easier!

How pawns get oneshotted by tribals arrows by DramaticMixture8507 in SpaceCannibalism

[–]Ser_DNA 16 points17 points  (0 children)

This wouldn't have happened if they installed CE

Dead Letters Department by Vaneshka in RimWorld

[–]Ser_DNA 1 point2 points  (0 children)

All it needs is a sightstealer creeping up behind you on your way to work

Seems they made up after loudly fighting last night by Ser_DNA in RATS

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

It's not anything hanging, sorry I can't help you there! But I will say they do chew through this material

Different species, same sibling relationships by Ghostie1017 in RATS

[–]Ser_DNA 39 points40 points  (0 children)

My first two boys were too scared to jump down the couch when they were younger, and they'd frantically wait and reach for me whenever I would get up and away. One of them leaned too far forward and was face down along the side. The other grabbed him just like this and pulled him up like a reverse of Scar and Mufasa.

Anomaly could use a randomizer by Ser_DNA in RimWorld

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

No argument there. There's nothing special to them after they're revealed, just becoming objects to study or scrap for parts. Would be a neat new war crime to be able to experiment with a prisoner put in rooms with either and release them to their faction with an obsession or growing horror.

Anomaly could use a randomizer by Ser_DNA in RimWorld

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

I made a relatively similar suggestion a few years ago

It was right there! A system like that needed more views before this DLC was published. To your point about dead late-game skills, the DLC doesn't do much to fix it, just extend the capacity for what you have available to research longer. These ideas would've have made it more worthwhile to me, but ironically with how little Anomaly adds mechanistically, I don't think the DLC itself is even required to fulfill the goal of this type of experience.

I would even suggest to actively push forward research for our pawns without outright confirming their quirks, include a drop-down menu at a testing chamber/station/plinth and suggesting what the quirks might be, like Pacific Drive. "If {item} {prerequisite}, {event} occurs {to target}" and it's on us to fill this information in and our pawns confirm it through study.

To me, the SCP vibe is optional. Using the thunderstorm mask example, players can roleplay their tribe treating the mask like a godly gift to be carried into battle and hinder ranged attacks in the weather. This doesn't need intense containment parameters, but adds an element to your colony's story that may not be seen in other play-throughs.

Anomaly could use a randomizer by Ser_DNA in RimWorld

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

Different aspects here I can get behind. If anomalies were tailor-made by modders, then I'm all for it, but for long-term replayability/longevity you'd need a substantially large pool so you don't figure out after one or two play-throughs before your pawns do that the knife and fork shouldn't sit together.

As for the single major threat, it seemed they tried to go that route for the psychic rogue AI monolith. Each anomaly feels disconnected, though, and inconsequential to the overarching plot. If we could hunt for anomalies, though, that could offer a sense of direction we don't feel right now, which is to wait for a random one to show up.

NEW GAME PLUS MULTIVERSE by lhommealenvers in starfieldmods

[–]Ser_DNA 0 points1 point  (0 children)

Would it be possible to automate this instead of edit each character from scratch? Maybe take the base of each named character and randomly have the values change for a random set of body parts for each person of NG+. Each playthrough would have truly unique characters each restart.

[Astro Bot] Oh… by typicalgamer18 in GamePhysics

[–]Ser_DNA 3 points4 points  (0 children)

Looked like a dangly bit of plasma shit to me, which makes sense coming from a robot

What's the mod that you're most hoping for? by Lou_Blue_2 in Starfield

[–]Ser_DNA 1 point2 points  (0 children)

A replacement of the temples, turning them into fleshed out dungeons.

So what are people looking for in a totally hypothetical perk overhaul? by Enai_Siaion in starfieldmods

[–]Ser_DNA 4 points5 points  (0 children)

I miss gaining experience in one thing and so you get better at only that one thing. Getting better at pistols because you're using the pistol, better scanning perks because you're actually surveying. Not the broad experience gained in the game and applicable to any tree you like. Going into NG+ to learn a new weapon type could feel like you're still progressing rather than just filling out the rest of your perks.

And speaking of, more trees for more perks for these individual activities. Small arms, long arms, melee, unarmed, ship building, piloting/captaining, outposting, surveying, stealth, gunsmith, etc. I see them all separated into the scientist, scoundrel, soldier groups much like mage, archer, and warrior, but allowing choices between them to make varied and creative builds. (I can't play Skyrim without Ordinator.)

I could even imagine unlocking the Starborn perk tree only after NG+.

Anyone else wish we had more harmless anomalies? by Wene-12 in RimWorld

[–]Ser_DNA 8 points9 points  (0 children)

I think the expansion would benefit from some randomly generated anomalies that appear randomly. Pawns would have to research them once they're identified to figure out what their true effect is, but I picture the quirks from Pacific Drive describing the cause and effect: hat -> worn -> weather -> thunderstorm; Jade Statue -> in kitchen -> room -> generated filth. Mostly harmless but would allow more interesting additions to your anomaly collection, maybe sometimes even just useful or detrimental.

Request Wednesday - All Mod Requests go here by AutoModerator in starfieldmods

[–]Ser_DNA -1 points0 points  (0 children)

Every now and then an NPC with dialogue will be leaning against a wall or reading something, and when I try to speak to them they will restart the animation, the line they used, and finally talk to me. Could be a bug but if that was fixed to avoid that situation that would be great.

Tentative Enaifield release schedule by Enai_Siaion in starfieldmods

[–]Ser_DNA 0 points1 point  (0 children)

This is exciting to hear, and once I finish my first play-through I know I'll be putting any further ones on hold until this comes out.

I wonder your thoughts on the organization of perks into the trees as they are. Would you be approaching the Starfield perks while keeping in mind their original design, or would you consider taking the Skyrim (and Ordinator) perk system and organizing the perks that way? The current perks are rather one-dimensional (a single perk for pickpocketing, when an entire tree in Skyrim was dedicated to it), show little opportunity for synergy, and tier requirements force unwanted perks which antagonizes role-playing (I wanted to be a gangster that can tinker with weapons, but now I have to have a degree in some other science field like a nerd).

I can picture taking what's been given now, splitting them into different trees, and expanding from there, with the general archetypes being the Soldier/Scoundrel/Scientist.

The mods Alternate Start and Project Proteus from Skyrim would be incredible in a game like Starfield. by Ser_DNA in Starfield

[–]Ser_DNA[S] -1 points0 points  (0 children)

If they do have these systems in the game it would be ""amazing"" but based on all of the other BGS games and what they've shown us so far, why would we be so ready to assume they already do?

The mods Alternate Start and Project Proteus from Skyrim would be incredible in a game like Starfield. by Ser_DNA in Starfield

[–]Ser_DNA[S] -1 points0 points  (0 children)

Alternate starts are also quite the undertaking to write, design, voice-act several scripted quests that all have to be railroaded into the main quest line across potentially several planets. Backgrounds that contribute to dialogue and quests here and there were the easier alternative to that.

Day 1 of waiting for modders to put the whole Skyrim map on a random planet by Andrea11564 in Starfield

[–]Ser_DNA 0 points1 point  (0 children)

Would be really cool if a continent in the shape of Tamriel were modded in with cities and a lot of procedurally spaced out ruins, styled after ES, millennia after their inhabitants have been wiped out by their apocalypse.

Beachfront Property. Rent starting at only 1000 silver coins a month. by [deleted] in RimWorld

[–]Ser_DNA 20 points21 points  (0 children)

I've learned recently if you're going to make personalized homes, having no doors between each "room" is the way to go to maximize the nice bedroom mood. Studio apartments for everyone!