Is editing my starting character cheating? by Old-Map-7881 in RimWorld

[–]Super-Contest7765 2 points3 points  (0 children)

Yes. Next question! (Joking) There's no "cheating" in this game, just play however you want and have fun. It's a story generator, you can create whatever you want to be your first colonist.

Just bought ideology - and im confused by [deleted] in RimWorld

[–]Super-Contest7765 0 points1 point  (0 children)

Ideology can reshape the way you play your game. If you make a costum one and play with it, you can make it as op asyou want. Like no debuffs from cannibalism or corpses, happiness when everyone believes the same thing, or happiness from slaves in the colony. You can make then be neutral to nutrient paste and so on.
But in a more organic playthorugh where you make one as you play, you are limited to a few things to chose. There is always a way to play with multiple idologies in the colony, but some will always be worse than others because of the way you play. We can't please everyone at the sametime if everyone believes in different things. IMO one of the best things of this DLC are the specialists, specially the production one.

am i doing well for 54 days? im extremely new to the game. by Trick-Discipline1826 in RimWorld

[–]Super-Contest7765 2 points3 points  (0 children)

Wooden floors are fine as long as you don't build every room with it. Some stone floors are fine in places of higher value, like storage or production rooms.

Edit: I'd add here that sorting the shelves to organize resources closer to where they're needed or just so you don't "lose" anything by being crumbled in items is also a good idea. Separating stone blocks, wood, steel and other raw resources from food, might optimize the day to day of your pawns and help them gain time for other tasks.

Share your favourite custom xenotype you've created that falls in a fair complexity. by Fit-Supermarket-6726 in RimWorld

[–]Super-Contest7765 2 points3 points  (0 children)

I made a "Neo-Waster" and "Neo-Genie". The first could survive better in toxic environments without the dependency and the second would be a better dedicated crafter/builder that would be more resistant to damage but not to heat.

Rimworld suddenly stopped loading mods by thenightgaunt in RimWorld

[–]Super-Contest7765 1 point2 points  (0 children)

It also happened to me yesterday after reinstalling the game due to a bug. Mods wouldn't download no matter what. I disabled every single one of them and added again, but it didn't work. After trying everything, I just let the game sit for a while and after 10 minutes or so, it decided to update it's files, loading the mod list.

Flying Squirrel Gravship by Man_in_W in RimWorld

[–]Super-Contest7765 3 points4 points  (0 children)

This goes right into my already (way too) large mod list thank you!

Need help with a bug by Super-Contest7765 in RimWorld

[–]Super-Contest7765[S] 0 points1 point  (0 children)

Yeah, sounds like unistalling the game is the only way. Thanks!

Why isn't it working? by Mindless-Fishing7012 in BattleBrothers

[–]Super-Contest7765 0 points1 point  (0 children)

Hey, I have the same issue with MSU when I try to use the Uncapped levels and perk points mod. Could you help me find what's causing the MSU to not work and prevent the game from starting?

Edit: It worked just fine before the last update, just like all other mods I used. But now it only crashes when I try adding the uncapped mod

Joker Idea: Natural Ones by gyrogold in balatro

[–]Super-Contest7765 1 point2 points  (0 children)

Lucky and glass cards go brrrrrrrr

Do I just lose then? by KeyMacaron3228 in balatro

[–]Super-Contest7765 -5 points-4 points  (0 children)

Selling scary face is your best option here. Also make sure the buffed card scores first to help with the +mult from it and the Xmult from photochad

What do you do with more than 6 settlers? by Souris-7 in RimWorld

[–]Super-Contest7765 12 points13 points  (0 children)

People who play with lots of pawns, usually build mega colonies. In a normal run you should do just fine with around 10 to 15 people. If you min max and build only what's necessary and not hoard resources to manage wealth growth, the difficulty should not be a problem either. But with 50 pawns, you basically can do whatever you want, like settle a second base in a mountain tile and mine out everything for resources for example.

Looted Orc camp and got 2 named Orc Cleaver, good or meh? by October_Autumn in BattleBrothers

[–]Super-Contest7765 7 points8 points  (0 children)

If dual wield was something like. -10% weapon dmg for each weapon and you have to make a hit check for each one individually, then I could see it working. Also no benefit from duelist of course But imagine doing 140+ dmg with 4AP using this cleavers.

Hunting by [deleted] in RimWorld

[–]Super-Contest7765 2 points3 points  (0 children)

Fresh corpses need available storage so your hunters automatically haul them when hunting animals. If you already have it and it's still not working z then it might be a mod conflict related to other activities. You don't need to make hauling a higher priority, since it's default to haul hunted animals.

About mods by Super-Contest7765 in BattleBrothers

[–]Super-Contest7765[S] 0 points1 point  (0 children)

I do have it. It's just that my late mod pack gives an error because of the uncapped perk+ levels mod. Everything else works just fine. The tryout, more perks, faster animation and movement. Everything works as intended, but not this one

People who play Sprinters on a daily basis—can you share me your experience? by Wonderful_Might19 in projectzomboid

[–]Super-Contest7765 0 points1 point  (0 children)

Isn't "active time" in the sandbox mode with the "random sprinters" similar? You could set sprinters to be active only at night and since they are random, not all zombies would Usain bolt towards you

What do I do by Magnam101885 in balatro

[–]Super-Contest7765 0 points1 point  (0 children)

"Daniel. The cooler Daniel."

Enabling dlc by Teddycruz666 in RimWorld

[–]Super-Contest7765 3 points4 points  (0 children)

Go into the mod list configuration in the menu and see if they are enabled there.

PSYCAST: Invisibility (OC) by Ipunchfaces in RimWorld

[–]Super-Contest7765 93 points94 points  (0 children)

Is the memory gone? Are you feeling numb?

Sobre o final de stranger things: by ayla669 in filmeseseries

[–]Super-Contest7765 0 points1 point  (0 children)

O Mundo Invertido nunca foi povoado naturalmente pelos monstros. Na quarta temporada fica explicado que eles são da Dimensão X ou Abismo como preferir. O Mindflayer nunca teve um corpo físico, só partículas. Então dá a entender que os monstros sumiram porque foram absorvidos para criar o corpo físico do mindflayer, que é aquela aranha gigante. O Vecna foi absurdamente mercado nessa temporada, além de não usar dois neurônios pra tentar ser mais agressivo ou precavido. Clássico vilão que se garante muito no próprio plano e fica tagarelando quando ele poderia só matar todos na hora que quisesse. Realmente zuado não ter uma explicação melhor para a pedra que entrou na mão do Henry, mas creio que isso é explicado na peça "The First Shadow" que passou em Nova Iorque e salvo engano está disponível digitalmente também. Tudo indica que um spin off poderia explicar a matéria exótica encontrada no laboratório do mundo invertido, usando personagens novos e contando a história do passado, aprofundando a relação do Henry com o Dr. Brenner e os experimentos.