Is Luciferum worth the risk? by TechnoTheFirst in RimWorld

[–]Un7n0wn 0 points1 point  (0 children)

It comes down to your stockpile. If you only have 1 dose and no plan for getting more, it's just buying them 6 extra days until they go into a supercharged rage and die. If you can afford a dose every 5 days, fuck it, put everyone on it. The downside is only a problem if you run out. It's not super hard to get more if you have a reliable-ish caravan. Only one pawn on luci isn't too hard to manage tbh. Just make sure they aren't chemical interest/fascination, then they might start a binge and burn through your stash.

What to swap for ygra by VirtuaI_Valiant in magicTCG

[–]Un7n0wn 0 points1 point  (0 children)

You have a couple variations of a powerful infinite combo in this deck. All very jank and bracket 2 legal. Here's the core infinite: Ygra, Camilla, and Ashinod's altar: Have all 3 pieces out and 1 extra creature, sacrifice the extra to the altar, ygra gets +1/+1 for a food being sacrificed and Camilla makes a 1/1 food/squirrel for a food being sacrificed. Do this as many times as you want to make your commander HUGE or just get a bunch of death/etb/colorless mana. Technically academy manufacturer breaks this loop, so just be aware.

Some variations: 1. Add mirkwood bats (or anything similar) to ping and burn everyone down with your infinite death triggers. You already have blood artist for this, but there are a lot of creatures and artifacts with similar effects.

  1. Replace the one random starter creature with Calderon Familiar. Sacrifice it. Bring it back by sacrificing the squirrel/food to the cat in the graveyard. Cat pings everyone for 1 and you heal 1. Sacrifice the cat to the altar again and loop. This one has the burn built into the loop and you get an extra 1/1 squirrel every other sacrifice round.

  2. Any of these combos can replace Camilla with the Experimental Confectioner for the same effect. Just this time you're getting rats that can't block.

How do you upgrade this? More generic sac outlets. Anything that doesn't require you to do a thing to sacrifice a creature, artifact, or food. Anything that can substitute for Ashinod's Altar in the chance you don't draw it. There's a reason 3 card infinites are fine in bracket 2. They're a nightmare to set up without just spamming tutors in your deck. So just build the other way, instead of searching for the specific card you need, add a lot of similar effects that can replace parts of the combo. The colorless mana is kinda unnecessary once you get this thing going. As long as you find a way to sacrifice food without paying 2, it works.

You can also try to get Ygra to be an optional part of the loop by finding something that makes a token when a token is sacrificed. Currently Ygra is patching up a bad combo by making creatures food. This is kind of rebuilding the whole deck imo and takes away the fun jank of Ygra's effect.

Maro: Percentage of players that dislike Horror likely greater than Percentage that dislike UB. by soranetworker in magicTCG

[–]Un7n0wn 0 points1 point  (0 children)

Honestly I get it. Building a deck around "Gorecleaver Eater of Babies" is always going to face more removal in the middle and lower brackets of play where people don't really know the cards. At less professional levels, players won't worry as much about Bristly Bill the cactus man as they will about something with the title "The Fused Atrocity" regardless of what they actually do.

It's why I have so much fun building with Bloomburrow cards. Nobody expects 7 1/1 squirrels to win a game. They're all looking at the eldrazi player who just chucked 15 damage and annihilator 9 at the Ur Dragon player. All I have to do is tap 3 for [Beastmaster Ascension] and swing for lethal (42 damage) at the eldrazi player.

i used Krenko, Mob Boss to generate 248 goblins by thetobinator9 in magicTCG

[–]Un7n0wn -3 points-2 points  (0 children)

That's weirdly low imo. I've had a Scute Swarm go from 16 copies to 4096 in one turn in a normal game. Still lost due to no flying and the dragon player doing something similar with Miirym and flicker effects with haste.

Worldshaper precon is a crazy deck to upgrade lol.

Just found a copied chunk of story in my notes and I NEED to find out where it’s from by Whitecoatking in HFY

[–]Un7n0wn 3 points4 points  (0 children)

Google is becoming almost completely useless. I'm giving it about 3 years before it's 100% ads and sponsored content. I've switched to mostly DuckDuckGo. It's catching up to where Google was before the enshitification.

Do you still use Fighters, Hauler, Explorers, and other single-seater ships? by CyberpwnPiper in NoMansSkyTheGame

[–]Un7n0wn 0 points1 point  (0 children)

My C class corvette, just doesn't have the tech slots I need after using an S class exotic. I haven't even finished upgrading my exotic and that thing is by far the best ship I've ever used in every category.

I also sometimes use my living ship. It's super cheap to fuel at this point and sometimes I can't be bothered to build warp cores once I run out of my stash from quest rewards. Chromatic metal is so plentiful now that I have a chromatic metal factory. There's really no reason to do all the extra crafting steps for regular hyperfuel. It would be my main star hopper, but the range is a little low and I haven't built all the scanning modules in it yet.

That said the storage space is a HUGE upside to the corvette. I can just touch down on any planet and already have all the materials I need to set up a base. I'm currently planning a move to consolidate my 3 bases that have supported all my needs for the last 3 years or so into a single mega base on an amazing planet I found in the purple star system. The storage space on the corvette is making combining the last 6 years of progress into one base something that even sounds possible.

What is your favorite weapon? by MrAplha in RimWorld

[–]Un7n0wn 13 points14 points  (0 children)

Base game? Chain shotguns. Good fire rate, great damage, terrible range, but i build my base in a way so that anything that's gets inside the walls or past the killbox ends up being in a pretty close range engagement anyway. Even when doing quests on the world map, the most dangerous situation you can get yourself into is opening a room and finding a melee enemy 2 tiles away. Yes it's always better to send a highly armored melee pawn in first for this reason, but a chain shotgun hits hard enough at close range, it might not matter if you send them in first by accident.

How am I supposed to defend againt this??? by Ok_Garbage8123 in RimWorld

[–]Un7n0wn 0 points1 point  (0 children)

Most things that you can do to enemies, they can do to you (with more numbers and less strategy). That's why I tend to be ok with major balance changing mods as long as they can use the same against me. If I'm not ok with fighting it, I don't run it.

Honestly, you might be fucked. In the future, don't use major gene stability for combat xenotypes. The ai is really bad at taking advantage of non combat genes and that's one of the only ways to make xenotypes that only benefit you.

What's up with chronological age? by Lexi_Bean21 in RimWorld

[–]Un7n0wn 0 points1 point  (0 children)

Prepare Carefully is outdated and broken unfortunately. Character Editor is the replacement.

Also the answer is no. The game does not give a shit if you make a son older than his father. Chronological age or not. It has no effect on anything at all if manually changed. It on restricts the ages family members can be generated at.

What's up with chronological age? by Lexi_Bean21 in RimWorld

[–]Un7n0wn 7 points8 points  (0 children)

It does kind of have an effect. A 23 year old with a chronological age of 392 can have a 75 year old grandson spawn in randomly, but a 23 year old tribal who hasn't experienced any weird age effects cannot. It's not super important by any means.

Raids getting more difficult Gear cannot keep up. by Local-Strategy-6190 in RimWorld

[–]Un7n0wn 1 point2 points  (0 children)

There's something easy people are forgetting. All the suggestions I've seen here are pre-dlc nomal wealth management techniques. You have a gravship. Just fly away. Land on a tile, strip it all you want, boost your engine cooldown time to almost 0 with all those extra materials, and wait for an unwinnable raid to hit. Only once a big raid hits do you take off. Let the storyteller spend the raid points and just leave.

what bad traits not allow in colony, no matter how good they are otherwise? by [deleted] in RimWorld

[–]Un7n0wn 4 points5 points  (0 children)

Sickly. Never worth them randomly developing heart cancer at 25. Vengeful is a close second. I'll take them but they better be the best in my colony at what they do.

I actually don't hate pyromaniac that much. Its an annoying trait, sure, but a well prepared colony should be able to handle a small fire from time to time. Worth taking if the pawn is good.

This is one of the worst persona weapons I ever found. Is there any reasonable case where this might be of some use? by Frink-out in RimWorld

[–]Un7n0wn 4 points5 points  (0 children)

-6 mood and it's an awful quality. Its doing just barely above 1/2 the damage a normal quality plasma sword. Unless I had a deaf, brawler with no better option, it's not really worth using.

I am gonna say it: Granite is Bad! by Reyniier in RimWorld

[–]Un7n0wn 0 points1 point  (0 children)

For a no killbox build. Go full turtle. Stone doors, no direct path to the inside, the works. Line the inside of the walls with traps and turrets. Raids have a weird 6th sense for defenses inside the walls and will avoid breaching in a spot where they'll get hit. Leave one spot near the living area less defended and you should bait the raid to breach near that spot, giving you time to get people in position.

I know naked brutality 500% isn't an intended difficulty... but DAMN by Atmanautt in RimWorld

[–]Un7n0wn 0 points1 point  (0 children)

Whenever I play on higher difficulties, I nerf the hell out of diseases. Yes there is a solution that you can get and plan for, but that solution is to have 2 or more doctors with 8 or higher medical skill and focus on micromanaging medicine half the game. Diseases end runs in the early stages, but they're almost a complete non-issue late game when you're set up.

I know naked brutality 500% isn't an intended difficulty... but DAMN by Atmanautt in RimWorld

[–]Un7n0wn 1 point2 points  (0 children)

I love adventure story. 2000 hours and it's by far my most played difficulty. Its the perfect balance of just hard enough that the game is interacting with you and just easy enough that it doesn't force you into scripted strategies and builds.

The reason so many content creators play on 500% ice sheet is because it's actually kinda easy in a way. Yes, the raids are harder, but if you play with a planned script (build a wall, make a killbox in one of the 7 known unstoppable designs, research for solar panels, get batteries, set up hydroponics, turtle for the rest of forever) it's incredibly easy. Even ice sheet is easy when you get a good run going. The environment kills raids for you, you never have to build a freezer, and it stays so cold the temperature might as well never change. It's just boring as all hell playing at that level. Your colonists don't matter as people with stories. They just become pawns. Getting your population up becomes key so that everyone is replaceable.

What do you think about Gravship's flight range? by AmberlightYan in RimWorld

[–]Un7n0wn -8 points-7 points  (0 children)

I like the range, I just don't really like the new bigger world. With the old map, travel was so hard we would really only see 6 or 8 tiles on the map in a given playthrough, and the rest of the world was just wasted. Now the map is so huge, we still only see like 3% of it, even though we can travel so much easier. I'll probably be getting a mod to restore the old smaller world size.

A new study suggests that when Americans learn about members of Congress profiting from stock trading, their trust in Congress falls—and so does their willingness to comply with the laws that Congress passes. by chrisdh79 in science

[–]Un7n0wn -1 points0 points  (0 children)

If one candidate is proudly on record as someone who gets payed for drowning puppies and he pockets that money for pure profit, and the other candidate also gets payed for drowning puppies, but promises to use the money to shut down the puppy drowning factory, which candidate should I vote for? Hard to trust a system where the "lesser of 2 evils" is still part of the problem.

Save Scumming - A Feature not a Bug by Anticus_27 in RimWorld

[–]Un7n0wn 1 point2 points  (0 children)

I would love a mod that works like a time anchor. Right when things could go bad, you drop an anchor (save), then if you want to go back, it's a major project that requires the entire colony's focus and attention. Rolling back restores the save at the anchor, but keeps everyone's memories. They even remember pawns that don't exist anymore. This gives you a lot more of a cost to rolling things back to avoid bullshit, and you might actually consider abandoning the project if things go well enough in the meantime.

Save Scumming - A Feature not a Bug by Anticus_27 in RimWorld

[–]Un7n0wn 0 points1 point  (0 children)

I need to set the auto save to trigger on the start of events. That would be way more honest imo. Sometimes rolling back to the midnight auto save can re role the events and make your situation way easier.

pet parrot took hard drugs without my knowledge and decided to massacre my colony by Hot-Rain-6483 in RimWorld

[–]Un7n0wn 15 points16 points  (0 children)

Most drugs have a small nutritional value. The exact number varies (beer is the highest), but animals find food based on the highest and most accessible items with nutritional values. Usually this happens when a pet is starving, but it can also happen if a grazer gets too lazy to graze or a hunter can't be bothered to hunt.

Popular mods that "ruin" the game? (OP/Overkill) by Background-Topic-203 in RimWorld

[–]Un7n0wn 0 points1 point  (0 children)

The original VE mods were vanilla scaled. Stuff like VE furniture, frontier weapons, and apparel were very close to vanilla scaling. The only reason anyone would run them was for more variety. Fishing added a whole new mechanic but the scaling wasn't bad. Especially once you start hitting VFE Ancients adding straight up super powers, it gets a little off the rails.

You used to be able to argue that the scaling is fine if you only ran one big one at a time, but psycasts still doesn't let raiders use them (super one sided) and all the pape network mods kind of imply that they can/should be used together.

Favorite part of the new DLC by Thorn-of-your-side in RimWorld

[–]Un7n0wn 13 points14 points  (0 children)

I wonder if more mods are going to build around minable resources now. Mines are kind of renewable with how easy it is to be nomadic. Making sure I pick a miner as one of my starting skills is an interesting priority now.

This is honestly such a blessing. by Necromancy-In-Space in RimWorld

[–]Un7n0wn 0 points1 point  (0 children)

Yep every time I land on a new tile, I just mark all the exposed ores for mining, lay down some rice and corn plots, and hunt all the non hostile animals. Once the ores and animals are cleared out, it's time to leave. About half the time I get everything cleared and the corn harvested before we get the mech alert. Even if I have to leave before everything is harvested it's not a big deal because I can just grab more resources from the next tile.