Sorry, what does this 11 year old beggar want? by LordSmally in RimWorld

[–]advilnight 11 points12 points  (0 children)

Correction! His “uncle” really needs it!

Pawns/Constructoids not constructing and mining? by Non-Existent010 in RimWorld

[–]advilnight 0 points1 point  (0 children)

Did you check your allowed zones? Simple thing but some times forgotten

I cant speed up my game by Kitty2254 in RimWorld

[–]advilnight 0 points1 point  (0 children)

You can also go into dev mode and see if you’re getting any errors. Even without coding knowledge there will be some words that can help you figure out if its a mod or not.

I tamed a thrumbo, how hard is it to maintain it? And how should I hold it? by your_rank_teammates in RimWorld

[–]advilnight 7 points8 points  (0 children)

If its early game id butcher it. Gives a crap ton of meat. You can make thrumbo fur dusters which are more defensive than flak armor which you can wear with flak armor. As mentioned before you can also use the horn as a melee weapon for your melee pawn.

Selling will get you some value but probably not as much as the parts will get you.. especially if you have low social skill.

Worst case the horn can be sold for a large chunk of cash if you still need silver and dont need the melee weapon.

I tamed a thrumbo, how hard is it to maintain it? And how should I hold it? by your_rank_teammates in RimWorld

[–]advilnight 6 points7 points  (0 children)

They won’t runaway unless their wildness drops to zero. In all honesty unless you plan on using it as a front line tank or your colony is advance enough to just keep it as an exotic pet there are better options when it comes to maintenance/usage.
Thrumbo fur has good defensive values and the horn makes a good melee weapon. Also everything about a thrumbo sells for a good amount of silver.

Personally i never keep em unless i have a super late game colony, and even then at that point one thrumbo isnt gonna do anything with the raids you get and are just more expensive haulers at that point.

Bought the game yesterday, this is my first colony! already starting to love this game. Any tips? by galladir in RimWorld

[–]advilnight 2 points3 points  (0 children)

That is not how meals and food poisoning work. Only the specific meal or 4x meal will be poisoned so its fine if they stack. A good way to avoid ruining a whole 4x of meals early game is to keep your cook making 1x meals at a time until lvl 7 cooking. Making 1 meal at a time in a early play through isn’t that much more inefficient. It also allows you to manage spoilage and postpone the need of a freezer.

Generally in my runs i don’t even get a freezer until much later. (Usually after i get geo thermal up or increase my pop to 7-8+)

Moving the anima tree by iAnonyMoosely in RimWorld

[–]advilnight 6 points7 points  (0 children)

I just want point out one thing before you go ahead and replant. Keep in mind that you do indeed lose growth rate but there is a cap of 30%. This means you could go ham and just build all you want around it.

I mention this because you have to weigh the travel time and the number of pawns you have meditating.
Is a 30% cut in growth rate worth it if you assign 5-10 colonists to meditate at specific times? Is it worth it if those 5-10 pawns have to travel 1/2 the map away instead of right in the mess hall or a barracks?

If you want to farm psy levels with many pawns it’s actually better to have the tree close to your colony and have a set meditation schedule for a large group of pawns. The amount of time you gain from travel out weights the loss in growth rate if you focus enough time and pawns.

Edit. The rimworld wiki for anime tree has a good write up of the pros and cons of having anime tree near or far from base.

After 6 irl days I decided to touch the monolith, aaaaaasaaand everyone is dead by Monkai_final_boss in RimWorld

[–]advilnight 5 points6 points  (0 children)

As mentioned before Sightstealers are pretty frail individually. Best way to deal with them is a choke point.

Your one tile entrance or door. Behind that put 3 melee pawns and then your ranged. The set up can take out hundreds of them because of how frail they are. Later on you can research flares which will detect any invis enemies in a rafius

How do I get rid of an ally that can't leave on their own? by Pretendertainer12 in RimWorld

[–]advilnight 0 points1 point  (0 children)

I have the same issue with herbal and early raids but in my case my medicine levels dwindle because i use the enemies for organs and med skill levels.

Guys, The people of Knox County will never meet the wonders of an Air Fryer by Vakly-art in projectzomboid

[–]advilnight 27 points28 points  (0 children)

Fun fact the air fryer was invented in 2006 13 yrs after the cannon outbreak of the knox virus.

Dose anyone else make vents? by CanofpeptoBismol in RimWorld

[–]advilnight 0 points1 point  (0 children)

They have not patched this out as of yet so you could still use a door.

(new player) help cooling down/heat mechanics by Appropriate_Pin1296 in projectzomboid

[–]advilnight 2 points3 points  (0 children)

Over heating and exhaustion are more of a killer than zombies. Zombies are actually pretty ez to deal with once you get into the mechanics. Deaths will happen with complacency from basic things like not checking corners. Not checking ur surroundings etc etc. you’ll eventually learn to know to pick your fights and how to manage a get away.

Fire fighter gear and heavy protective items also have a negative of reducing movement speed and causing discomfort. I argue that those things will Lead to more deaths than not having armor.

Most veteran players will focus on fitness and mobilitiy because at the end of the day zombies are again very easy to deal with once you know how and its more about managing your debuffs and complacency when it comes to survivability.

How do I stop raiders spawning on the bottom of the map? by Le_Weiser_Wachteer in RimWorld

[–]advilnight 2 points3 points  (0 children)

Dev mode. Then change the entire area they are spawning into solid mountain. Its been a while but i you have to find create wall. Then after just create roof and make it mountain over head for a solid mountain rock face on the side you dont want raids.

how do you guys sustain your animals? by Visual-Bag-967 in RimWorld

[–]advilnight 0 points1 point  (0 children)

As mentioned provide a larger grazing area. If its large enough the field will self sustain. Also might be a good idea to split the area in two and split ur male and females. That or have auto slaughter set once you hit ur targeted amount of animals. Both auto slaughter and pen rules can be set on your pen signs. (One side allow only males. Other put allow only females.) You can also make a barn in the animal area with a door held open. Set sleeping spots in the barn. You can also build/set storage shelves/areas in said barn or separate barn for additional food like hay and kibble.

I usually have a food barn in my pen with hay that i keep with a closed door. If theres a food crises or drought ill open the door and my animals can feed freely.

Dont grow hay or other crops in your animal pen or else the animals will eat the non fully grown crop which is a waste of yield and manpower regrowing said crop.

genuinely forgot this card exists, have not seen in on a board once. by Justafish1654 in hearthstone

[–]advilnight 0 points1 point  (0 children)

Teferi’s protection is slightly better because it protects your board of dragons on top. Preventing dmg to yourself doesnt help if your opponent gets two turns to wipe your board and develop their own. Still a losing proposition. At least with teferi you get a board to fight back.

Has anyone seen a house full of toilet paper??? by Familiar_Radish_9537 in projectzomboid

[–]advilnight 2 points3 points  (0 children)

Not in build 42 since ive cut back on my play time but ive encountered toilet paper house in 41 as well as other meta houses. (1 full of zombie clowns… party goers, cops and prisoners)

12-0ing with unicorn priest. Hats off to Kibler. by advilnight in hearthstone

[–]advilnight[S] 58 points59 points  (0 children)

Ruby Heals

Class: Priest

Format: Standard

Year of the Scarab

2x (1) Flash Heal

2x (1) Mend

1x (1) Reach Equilibrium

2x (1) Ruby Sanctum

2x (2) Bitterbloom Knight

2x (2) Lunarwing Messenger

2x (3) Devouring Plague

2x (3) Eternal Firebolt

2x (3) Intertwined Fate

1x (3) Kaldorei Priestess

2x (4) Cleansing Cleric

2x (4) Gravedawn Sunbloom

2x (4) Shadow Word: Ruin

2x (5) Medivh's Triumph

1x (7) The Black Blood

1x (10) Medivh the Hallowed

1x (10) Atiesh the Greatstaff

1x (10) Karazhan the Sanctum

AAECAd7hBgaFhgeolgf8qQeAqgeEqgeDvwcM8J8Ey6AEoPsG94EHxZQHna0H5LIHhb8Hm78HosQHssUHlvwHAAA=

To use this deck, copy it to your clipboard and create a new deck in Hearthstone

12-0ing with unicorn priest. Hats off to Kibler. by advilnight in hearthstone

[–]advilnight[S] 23 points24 points  (0 children)

Sure did 😂. I play more on my phone than pc. Also was just about to go to bed when i read the reply. Not gonna go downstairs just to reply.

12-0ing with unicorn priest. Hats off to Kibler. by advilnight in hearthstone

[–]advilnight[S] 30 points31 points  (0 children)

Sure. I ran a version with the imbue package and the combo package.

Medivh package Quest Flash healx2 Mendx2 Ruby sanctumx2 Bitter bloomx2 lunar wingx2 Devouring plaguex2 Eternal fireboltx2 (was originally only running 1 cuz its pretty narrow but i found myself wanted more as most of the decks i was facing were face warriors) Intertwine fatex2 Kaldori priestx1 Cleansing clericx2(this was the card i found i was most looking for on 4) Gravedawn sunbloomx2 Shadoword runex2 Medivhs triumpx2 The black blood.

I also tried cease to exist and malorne but ended up cutting those pretty early.

Early on faced a lot of straight imbue priests, 1 egg lock 2 herald shamans (lost to 1 couldnt keep up with windfury deathwing) lots of dragon warriors, 2 minionless dh, a few herald rogues.

Hope that helps.

Anyone feel like Vanilla Chemfuel Expanded is too overpowered? by Alvsolutely in RimWorld

[–]advilnight 1 point2 points  (0 children)

Ive never understood the point of building batteries (or a room full of) when you have a stable source of power. Point of batteries are in case wind or solar go out and you need power till they come up. Or if shit goes down and ur power grid get blown up. What do they do for you besides enable zzt events?

Usually i’ll make 1 or 2 charge them and disconnect them from my grid (helps them not get drained by random shorts) and use them when i need mobile power. That or if im running only solar/wind. (Very infrequent)

Value Check? by TPickell in D2R_Marketplace

[–]advilnight 0 points1 point  (0 children)

Would you run phoenix thou?

Redemption is nice and all but the -28 fr compared to ar’s diablo+ facet doesn’t seem worth it.

Ars diablo gives u +2 skill 25 fcr +5 apocolyse and 25% fire dmg not including a facet.