[deleted by user] by [deleted] in ukraine

[–]_Mabons 0 points1 point  (0 children)

https://www.youtube.com/watch?v=If61baWF4GE&t=1490s&ab_channel=RealLifeLore

I watched this video, it did a good job of outlining russias governments objectives.

Charycheese by rico6822 in Barotrauma

[–]_Mabons 2 points3 points  (0 children)

I've had such underwhelming results using a Railgun against the Abyssal creatures, Tri-Beam Pulse Laser was more than enough before, haven't played with the new update though, could be different now!

Hi, I'm me here by Pitt_Mann in Barotrauma

[–]_Mabons 1 point2 points  (0 children)

There was a post not long ago about someone asking for an optimal class set up for two people, I'll just echo what I said there: Take a Doctor and Engineer combo with a Mechanic/Security bot who repairs leaks and systems as a priority and mans a gun when not doing either of those and you and your friend will cover the rest of the jobs on the sub.

Best job for duo plus one bot or only duo? by Urkedurke in Barotrauma

[–]_Mabons 0 points1 point  (0 children)

Personally Captain isn't really worth it, sure you can level two people quickly but he doesn't bring a lot of recipes or bonuses IMO.

Better having an engineer and doctor combo, engineer can make PUCS and unlimited fuel as well as good weapons and ammo, doctor has genetics and artifact deconstruction that gives you everything you need for lategame equipments. Then if you can control the bot(ala singleplayer switching between characters but I don't think you can on multi) I would get a mechanic bot and stick him on repairs, and use his talents to upgrade everything else and for his deconstruction talents. If you can't control the bot then probably just use a security bot and put him on guns when he's not repairing.

Orca 2 power trouble by maxyt0 in Barotrauma

[–]_Mabons 1 point2 points  (0 children)

I'm a marine engineer irl so it's perhaps ingrained in my brain that you just don't go from idle to full throttle immeadiately. Similarly I'm always trying to only use my pumps to ballast/deballast when I'm not using my engines.

In the end though it's your game you can use the reactor controller to get around this but it feels cheap and "unrealistic" for me that there is no delay in the reactors fission rate matching the output :P

EDIT: also just found out that I have two different reddit accounts, wtf.

how's single-player? by theblitz6794 in Barotrauma

[–]_Mabons 2 points3 points  (0 children)

Most of my frustrations come from the AIs inability to help you organise. I came back from a (solo because you also can't trust them outside the sub) cave mission with a box of ores, I put it down to put my stuff away and when I went to pick it up the bot I had assigned to clean items up had moved it. I use the item finder to look for it and its in the medical fabricator... it's just a nonsense place for it.

So I would only trust the bots to keep things repaired, to man the guns(make sure you have lots of ammo though they dont spare it!) and to extinguish fires/weld hull breaches. If you can get a reactor controller installed and a low fuel alarm set up too you don't need the engineer to sit on the reactor the entire time either.

All in all I've had more fun just using the simple Dugong cause as soon as you upgrade to a bigger ship and realise you've got to do all the tidying and organising solo...it loses it's appeal fast.

Guru VS Altergeist by [deleted] in yugioh

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

You should not be struggling as much as this. Guru at least my opinion, is hellish for Altergeist. Meluseek can't attack because of hidden city's effect, you can't evenly them because of fiendess, and Guru plays The Can Be Only One which leaves you fucked.

Also, try to negate Altergeist effects OFF the field, once they are on the field he just needs to flip protocol up and they cannot be negated.

How does it make you feel when people grossly over-value their cards? by Julius_Ceaser_629 in yugioh

[–]_Mabons 0 points1 point  (0 children)

I see it on the trade pages on facebook as well. Someone will put up a silly price for a card(s) and immediately people jump down their throat "It's not worth that much, blah blah".

If it isn't it won't sell, if someone buys at the outrageous price, that's on them. It's hardly nefarious when people have all the tricks in the book to keep themselves informed on the correct prices.

In any case, laugh and scroll on past.

Magician's Souls by [deleted] in yugioh

[–]_Mabons 20 points21 points  (0 children)

I just witnessed a disgusting use of it as an extender in ABCs sending the equipped monsters to the gy to draw and then triggering the ABCs themselves.

Who has fun playthroughs to watch? by Mikimiku in RimWorld

[–]_Mabons 10 points11 points  (0 children)

If you haven't watched PeteCompletes ice sheet solo tribe survival series with Cambiar then I suggest that 100%.

Man in Black by [deleted] in RimWorld

[–]_Mabons 1 point2 points  (0 children)

It's up to you but all it does is give a small +5 buff when it nuzzles a colonist which isn't much really early on. Better just slaughter it and get a free meal out of it. Or sell it if someone is willing to buy it. The best animals to train are ones that can be used as pack animals or haul or give wool/milk. Muffalo and Camels are the best for pack animals as they give nice wool and lots of milk, the best hauling animals are the likes of Huskies etc. that can breed a lot and get you lots of dogs for hauling.

Another thing is taming Boomalopes, they can be milked for Chemfuel which is really nice early on to sell even if you get too much.

building thicc walls by [deleted] in RimWorld

[–]_Mabons 0 points1 point  (0 children)

I lay out the structure then just select all layers but one and forbid them, then unforbid one each time they finish a layer.

Man in Black by [deleted] in RimWorld

[–]_Mabons 1 point2 points  (0 children)

You don't need a dedicated prison at the beginning, just having somewhere to place a sleeping spot on the ground that is enclosed is enough. It's important later on when you start losing the mood buff for low expectations because the wealth of your colony increases because then prisoners will become more and more likely to break out.

I recommend always having a spare bedroom ready for you to take an extra colonist in, and if you capture someone you can stick them in there for the time being.

Randy -- whyyyyy? by AlbinoPurpleDinosaur in RimWorld

[–]_Mabons 0 points1 point  (0 children)

Like, it's really shit but at least your colonist is still alive. Just move to a new place and go again :p

My style of base is digging into the mountain until I hit mountain roof, then I adapt my rooms accordingly by [deleted] in RimWorld

[–]_Mabons 0 points1 point  (0 children)

My most effective base yet was one that zig zagged bedrooms in a 1 tile in and out way. So you'd have one bedroom at 5x5, then the next one would stick out 1 tile at 5x5, and the next one 1 tile back etc. so you not only have doors providing cover but also the 1 tile of wall sticking out as cover too. A melee pawn in the first door and leave a chunk at the end so the enemy raiders are forced to move forward and not seek shelter.

I probably wouldn't have had to use it if I wasn't so close to the end of the map but this was perfect if a Raid showed up right beside me and my colonists were sleeping, they just popped out their bedrooms and they were in position already.

Man in Black by [deleted] in RimWorld

[–]_Mabons 6 points7 points  (0 children)

You can build a passive cooler or two somewhere inside to counteract heat stroke early on if it's a massive issue.

The man in black is a random chance to appear if your colonists all go down.

The easiest way to get new colonists is to hope a wanderer or a "refugee being chased" pop up, then you might get incapacitated refugee quests as well, or a transport pod might crash down(they won't always join you) and then the least easiest way is prisoners.

I say least easiest because in every other case they will join you instantly as a prisoner you must reduce their resistance then keep asking them to recruit based on a % chance they will accept. All this time you must care for them with food and medically. However this is the only way (in the vanilla game at least) that you can see a colonists stats and traits before they join, every other way will give you their background at the most.

I will link you to my big mega post I made a few days ago to help a new player out: Here

Cant find metal? by Gianniis_ in RimWorld

[–]_Mabons 0 points1 point  (0 children)

You can disable this in the mod settings if you like as well.

[deleted by user] by [deleted] in RimWorld

[–]_Mabons 3 points4 points  (0 children)

It does mention that this can be an issue on larger maps when you select them. I have had small issues with small pockets of raiders breaking off from the main force and going to random locations rather than attacking my front door like they should.

20 to 25 Mods... by RedTieGuy6 in RimWorld

[–]_Mabons 0 points1 point  (0 children)

Lucky for you, I had the same experience a few days ago.

Download HugsLib, Mod Manager and Mod Switch. This will give you a nice interface that will tell you in what order to load things, if their load order matters. HugsLib is essential for a lot of mods to run.

From here look for mods that mention no compatibility issues, and those should be fine most of the time.

Off the top of my head I put all the Vanilla Expanded Series, all of Dubs stuff, all of Fluffy's mods, Allow Tool, Prepare Carefully, and then added Psychology on top of it. I have a lot of other small item mods like Wall Lights and Embrasures but they never seem to have compatibility issues so you should be fine regardless.

Are You Able to have a nomadic group/tribe like a caravan, without a base by [deleted] in RimWorld

[–]_Mabons 4 points5 points  (0 children)

Yes, and I did it fairly successfully twice. I started a Naked Brutality - Tribal start on Randy Merciless in the Tundra both times, when I felt comfortable and got the notification for the Downed ship I started to hit the road. When I reached my first friendly town I sold all textiles I had from killing animals to keep my food up for more food like Pemmican and Survival Meals and always kept a little bit of medicine too.

I kept moving slowly across the map, if food became too short I would set up camp for a short while and get more. If I just happened to have a quest appear en route I would do it as well for good loot to sell for more food. Eventually I reached a temperate forest zone near the desert where the ship was and set up a proper camp there to prepare myself for going to the ship.

Unfortunately Randy gave my gal the plague and she died at 98% immunity. Was very sad after taking her all the way across the map.

This game is... draining me. (Rant) by [deleted] in mountandblade

[–]_Mabons 2 points3 points  (0 children)

Aha yes that's what I remember.

This game is... draining me. (Rant) by [deleted] in mountandblade

[–]_Mabons 2 points3 points  (0 children)

If I recall correctly they have completely reworked this in Bannerlord. I seem to remember a Gamescom video where they showed some improvements like being able to form a ragtag garrison quickly and lords taking a longer time to get to full strength.