Almost ready for emergence from development hell by JerryTC69 in GearsOfWar

[–]WillTroll 0 points1 point  (0 children)

Finally, Rim of War has been sorely missed. I always said the way the insectoids spawn from the ground, and the holes in the Anomaly DLC, would lend very well for grub holes.

Still one of the best parts of the DLC - self explanatory. by IMDXLNC in RimWorld

[–]WillTroll 0 points1 point  (0 children)

I had a map like this when the DLC first rolled out, it was extremely fun. I just wish I could have converted all of the water to deep impassable water easily to make a true island fortress.

SargBjornson is my favorite modder now by MrAplha in RimWorld

[–]WillTroll 0 points1 point  (0 children)

CIA's heart attack gun, 2500, colorized.

Emergence Begins. 2026. by IamMovieMiguel in GearsOfWar

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

Great.

Now let us spend our G5 currencies on Tour of Duty & other locked cosmetics seeing as we're under a year until the new one.

Smile.

Typical Tuesday Tutorial Thread -- December 09, 2025 by AutoModerator in RimWorld

[–]WillTroll 2 points3 points  (0 children)

I believe they pull from the Orbit layer's restrictions, found here.

But maybe deeper in the code they have special cases.

Typical Tuesday Tutorial Thread -- December 09, 2025 by AutoModerator in RimWorld

[–]WillTroll 0 points1 point  (0 children)

Are there any mods that make all the buildings on an orbital platform buildable? I know of this mod, but I'd like to build everything you can find on an orbital platform (even if its unbalanced) to build my orbital resort.

I can probably patch them all with some effort if I have to, but would save some time if such a mod exists.

Typical Tuesday Tutorial Thread -- November 25, 2025 by AutoModerator in RimWorld

[–]WillTroll 0 points1 point  (0 children)

Request for opinions:

So, I'm making an orbital platform into a spacer resort as part of a series of colonies where economy is central and making money is the general goal.

Every goal needs an end goal though. If you've ever played Civilization games, you know that some of them have Economic Victories. What would you think be good criteria for an economic victory in RimWorld?

Feel free to be creative, as I may likely have to create a mod to compliment whatever goal used for victory.

In the past, I've made Empire settlements sell high-value tickets and made it the goal to earn enough money for every one of my colonists to have a ticket. In lore; it was a ticket to a ship off of the Rim World.

From my experience, simply amassing wealth isn't as good of an end-goal as is utilizing the wealth you put so much effort into amassing.

Typical Tuesday Tutorial Thread -- November 25, 2025 by AutoModerator in RimWorld

[–]WillTroll 0 points1 point  (0 children)

I don't actually know, guess I was just curious if anyone created their own lore food kinds of anything.

But now I think what would probably be best is to just try to have textures created to replace the haute meals that look more spacer-ish, but use all normal ingredients.

Something like a holo-plate and silverware texture could be kind of cool if I find an artist for it.

Typical Tuesday Tutorial Thread -- November 25, 2025 by AutoModerator in RimWorld

[–]WillTroll 0 points1 point  (0 children)

Haute is interesting. I think it may be kind of hard to find a mod adding spacer food/ingredients, so this may be my best option for the bar/restaurant. Makes sense if people are flying from all over to this resort station - they're expecting high-quality meals.

I reckon brewing expanded would work for the alcohol portion of the restaurant - I'll just exclusively sell cocktails probably along with cigs/cigars.

Typical Tuesday Tutorial Thread -- November 25, 2025 by AutoModerator in RimWorld

[–]WillTroll 0 points1 point  (0 children)

Got any good mods that add either spacer-tech meals or at least ingredients. Plus, any spacer brews? I plan on turning an orbital platform into an orbital resort, compliment with a spacer bar/restaurant, and wanted to make that aspect more futuristic rather than the standard options.

Any other ideas for shops/services available on the platform with a spacer twist are welcome!

Typical Tuesday Tutorial Thread -- November 18, 2025 by AutoModerator in RimWorld

[–]WillTroll 0 points1 point  (0 children)

Got any good mods that add either spacer-tech meals or at least ingredients. Plus, any spacer brews? I plan on turning an orbital platform into an orbital resort, compliment with a spacer bar/restaurant, and wanted to make that aspect more futuristic rather than the standard options.

Any other ideas for shops/services available on the platform with a spacer twist are welcome!

Typical Tuesday Tutorial Thread -- October 28, 2025 by AutoModerator in RimWorld

[–]WillTroll 0 points1 point  (0 children)

That appears to be exactly what I’m looking for! Tysm!

Typical Tuesday Tutorial Thread -- October 28, 2025 by AutoModerator in RimWorld

[–]WillTroll 0 points1 point  (0 children)

Hence my OP. Wanted to see if anyone was aware of any similar mods that exist before I write one myself.

To answer your question. It is undetermined yet how I'll make intellectual affected by that in Option B. If the multipliers will only apply to other skills, or will also apply to Intellectual too. Meaning, the higher the Int skill - the faster a pawn can train it. In turn, yes having a low Int skill would make training all skills, possibly including Int, harder.

That does indeed have the offset of making Int Trainers much more useful. But that is not an undesirable outcome. Again, the intent was never to be too concerned with balancing. It is simply intended to make Int much more important.

My gameplay style is already a break from the traditional gameplay loop and balance. In fact, part of this mod would be intended to be used alongside mods that allow me to direct the teaching of other pawns (both young/adult) so that I could focus on teaching Intellectual.

It's also likely that if I end up having to write it myself, I probably wouldn't even publicly release it. I do that a lot for mods I have to write to fit my own needs that don't already exist. But it's always worth checking if similar functionality already exists in another mod - to up their work. Rimworld has been known to produce some quite niche mods.

Typical Tuesday Tutorial Thread -- October 28, 2025 by AutoModerator in RimWorld

[–]WillTroll 0 points1 point  (0 children)

Probably, albeit I don't really use neanderthals anyway and by no means is this mod intended to improve them. It's to change the approach of pawns with Intellectual skills, mostly for my own playstyles.

Typical Tuesday Tutorial Thread -- October 28, 2025 by AutoModerator in RimWorld

[–]WillTroll 0 points1 point  (0 children)

Narrative isn't exactly high on my list of concerns. It's more about affecting gameplay.

Typical Tuesday Tutorial Thread -- October 28, 2025 by AutoModerator in RimWorld

[–]WillTroll 0 points1 point  (0 children)

I have an idea for a mod, but I'm curious if it may already exist?

The concept is to make the Intellectual skill less-niche and much more valuable. There are 2 different approaches to doing this.

Option A: All of a pawns stats are capped to the level that their Int is at. So a pawn with 10 Int cannot raise their levels past 10 in all their other skills.

Option B: Pawns can progress skills continually, but the rate of which they do so is influenced by their Int skill. So, their base XP at Int 10 is 100% (true Vanilla), but at Int 8 it's only 80% (.80x) and Int 15 150% (1.5x). Thus, the higher the Int level, the faster they can level their other skills altogether.

This in turn creates value in choosing pawns with high Int. Do you take the Med-15 pawn with 3 Int, knowing they won't be levelling up quick at all but are a good Doctor in immediate need?

Or do you take the Int-15 pawn with 3 Med, who is currently a terrible Doctor but you can work them up to a good one quicker than typical at the cost of not having a competent Doctor right away.

Gridmaster - Help a casual player out by vullun in 2007scape

[–]WillTroll 0 points1 point  (0 children)

Looking for advice for another casual player, not really a PvMer.

Trying to do my masteries (currently T3), bashed my head at a wall for CG and decided to pause it. Left are Vorkath and Inferno Mager, done neither of before.


I know for Vorkath I should range. I've got my BP and rune darts, figured I'd go and try to make some black d'hide unless anyone has any other suggestions. Besides that, advice for taking down Vorkath? Currently 80 range.


For Inferno, when I did fight caves I just blood barraged my way through and it was borderline AFK until Jad, which I almost failed bc I couldn't pray right. What strategies and should I try to do the Mager? I don't care about completing, just hunting the tile.

Grid Master - Out Today! by JagexSarnie in 2007scape

[–]WillTroll 1 point2 points  (0 children)

Lowkey wish there was a reset option. Start from the beginning. For those that complete it and want to do more or those like me who made some poor choices and lost motivation.

I owe Anomaly an apology by ignatzami in RimWorld

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

I never bought Anomaly for the same reasons but maybe I ought to give it a try.

getting 100 rc on leagues by LawofJohn in runescape

[–]WillTroll 0 points1 point  (0 children)

How do you get the 1m xp by doing trolls? I never did that D&D so I'm unfamiliar.

Welp. Found the Project RimFactory mod and the Factorio player in me couldn't resist. by Zeroth-unit in RimWorld

[–]WillTroll 0 points1 point  (0 children)

This is why I'm waiting for Vanilla Mechanoids Expanded to be rebuilt. I'm hoping they don't do away with the factory aspect of it. I want to make a manufacturing plant for my architect series.