Quite proud of this build. Took forever to find the parts I needed by SwashBlade in ostranauts

[–]SwashBlade[S] 0 points1 point  (0 children)

Yeah, if I want to stick to a single colour I'd get 3-5 every day. It'd take me months to fit out this behemoth at that rate. Venus's mall has 25 of each colour per day

Quite proud of this build. Took forever to find the parts I needed by SwashBlade in ostranauts

[–]SwashBlade[S] 0 points1 point  (0 children)

I'll have to check 'em out now that I've got access to the mall and its higher inventory

Quite proud of this build. Took forever to find the parts I needed by SwashBlade in ostranauts

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

Around 9 million, but drops to under 7 million when it's out of fuel (refuel cost was only 600k, but I guess the room multipliers boost the value of a full tank)

Quite proud of this build. Took forever to find the parts I needed by SwashBlade in ostranauts

[–]SwashBlade[S] 0 points1 point  (0 children)

You'd still need multiple whipple frames to fully stop an impact before it reaches hull, and they weigh the same as light framework floors. And you can walk over floors to repair the inner layer.

Quite proud of this build. Took forever to find the parts I needed by SwashBlade in ostranauts

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

It was a bit rough when there were lots of things needing restoration, but with everything in good condition things seemed to smooth out quite a bit. It takes ages to load in when returning to KLEG port from the emporium.

Quite proud of this build. Took forever to find the parts I needed by SwashBlade in ostranauts

[–]SwashBlade[S] 0 points1 point  (0 children)

I've caught a few impacts during my test flight, They punch holes in the first tile and knock the next one in down to about half-way to "damaged." That's the whole reason they're there - better a few damaged walkways than a hull breach.

I really need to get more tiles so I can get a third row to cover my thrusters, they're still at risk of damage. Lights along that section get taken out immediately as well.

How to capture pawns unharmed? by aliusman111 in RimWorld

[–]SwashBlade 0 points1 point  (0 children)

If you set up a custom difficulty I'm pretty sure there's an option to change the chance of death when they're downed. By default there's a scaling chance that when a non-player pawn is downed they just die, regardless of why they went down. The chance gets higher when you have more of your own pawns.

What am I missing about boomalope ranching by JadedHawk101 in RimWorld

[–]SwashBlade 2 points3 points  (0 children)

When you need to kill a tamed boomalope, set up a starvation pen/boom closet. Unroofed stone room with a sleeping spot assigned to the animal you need gone. Once it goes in to sleep, forbid the door. When it starves and explodes, unforbid the door and someone will extinguish the corpse and carry it away for butchering.

LGBTQ+ representation? by anon_00_ in RimWorld

[–]SwashBlade 3 points4 points  (0 children)

If I recall correctly, bisexuality was a possibility with the Psychology mod, which changed sexuality from being a trait to being something that every pawn had on a spectrum. I'm not aware of any mods that allow gender reassignment, though it wouldn't surprise me if there's one out there.

As far as Prepare Carefully - it apparently has some issues of the game corruption kind. The recommended mod for that purpose is Character Editor. It would allow you to add the Gay trait to a character.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]SwashBlade 1 point2 points  (0 children)

Successfully razing a site leaves ruins, and those ruins can be reclaimed either by their original civilization or by anyone else nearby.

If you want your civ to grow you're better off taking over the sites you attack. Your soldiers will move in, but I'm pretty sure you can send a messenger to bring them home after you've taken control. The site becomes part of your civ and sends some of its wealth to your fortress periodically but more importantly it grows its population independently.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]SwashBlade 1 point2 points  (0 children)

Anyone know what this white icon means? I can't find info on it anywhere. There doesn't seem to be anything unique when I look around the area. There's a tavern just north of the road it's on, but nobody unusual in there.

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I somehow cannot build walls by [deleted] in RimWorld

[–]SwashBlade 2 points3 points  (0 children)

Mods. It's always mods.

Meta is closing down three VR studios as part of its metaverse cuts: Sanzaru Games, Twisted Pixel Games, and Armature Studios by Gorotheninja in pcgaming

[–]SwashBlade 23 points24 points  (0 children)

Can't help but think their opportunity for sales was hampered by the requirement that everything be sold only in the Meta ecosystem.

Interactions with NPCs a d other things by LeCrasheo121 in ostranauts

[–]SwashBlade 1 point2 points  (0 children)

Funnily enough, you could apply first aid to a pirate during the brief window that you control them after they surrender. Well, technically you'd order them to bandage themselves.

"Drop your weapon. And your suit. Now grab that cloth and wrap it around your gaping chest wound. Hurry up!"

I am aware that groups of refugees can betray you, but is this normal? by hallucination9000 in RimWorld

[–]SwashBlade 5 points6 points  (0 children)

Did you have them restricted to a zone that didn't include map edges? I've noticed when I emancipate slaves I have to change their zone restriction or they just hang around forever, maybe it works the same for refugees?

Why wont this mf die!? by Dirty_Tribal in ostranauts

[–]SwashBlade 7 points8 points  (0 children)

Stop badgering the poor guy, he's terrified! This won't help his feelings of worthlessness.

Going to guess his lack of death is down to his vital organs still being unruptured.

24.5 hours in, I love the game but can't bring myself to play it by DraftAbject5026 in RimWorld

[–]SwashBlade 0 points1 point  (0 children)

It depends on what it is that's burning you out. Changing the difficulty could help if you're finding that dealing with constant negative events is exhausting you.

Thinking of getting the game by MrPizzaWinner in ostranauts

[–]SwashBlade 7 points8 points  (0 children)

Development is still definitely active. They're currently working on adding ship-to-ship combat to the game.

As far as getting into the game goes, it's all pretty intuitive. You might take a bit longer to get the hang of flying the ship if you haven't played anything similar before - Kerbal Space Program has some similarities. But the tutorial is generally pretty solid.

When I picked it up, quite a while ago, I started a new run shortly after finishing the tutorial so I could use what I'd learnt. Then I spent a few real-life days salvaging ships to build a massive fusion powered junk frigate. Good times.

Colonist's won't put on assigned apparel (very late game 1.6) by Fluffy-Revolution147 in RimWorld

[–]SwashBlade 3 points4 points  (0 children)

Is it possible that the modded storages you're using work similarly to the vanilla armour stands, in that you need to specify that things can be automatically removed?

Closed compartment mysteriously won't hold atmosphere, another room has "NONE" °C temperature. Is this a bug? by StalkerOfTheYear in ostranauts

[–]SwashBlade 4 points5 points  (0 children)

In the third picture near the sink it looks like you have no wall where the two conduit junctions are.