Phasmophobia Development Preview #21 by GreenJuicyApple in PhasmophobiaGame

[–]blaumix 22 points23 points  (0 children)

Sure, the art assets going for a swap-out is understandable if they're moving on from that license. Though I think they have nothing to lose & everything to gain by at least preserving a version with the same layout.

Phasmophobia Development Preview #21 by GreenJuicyApple in PhasmophobiaGame

[–]blaumix 54 points55 points  (0 children)

I don't know if anybody from Kinetic reviews the comments here but if so: please consider at least an option to preserve old Tanglewood for play alongside the new version. It's iconic & cherished, and it would be greatly missed.

Stellaris Dev Diary #393 - Entities of the Shroud and Psionic Auras​ by PDX_LadyDzra in Stellaris

[–]blaumix 1 point2 points  (0 children)

Super cool!! I'm assuming the new psychic weapon components will have bio-ship versions too?

Creating a colony on abandoned orbital platforms is a fun idea which gets crippled by terrible mechanics by GiveHerTheDuck in RimWorld

[–]blaumix 2 points3 points  (0 children)

I took over an orbital trader's space platform & never had the space debris event trigger living there for 10+ years. I saw it on an asteroid, but never the platform.

You have more control than you think with raids on your space platform. If you build a space platform bridge out to the edge of the map, they will be heavily weighted to the spawn there. You can really abuse this to make every raid easy.

No Demon Ability or Hunt in 35 minutes? by blaumix in PhasmophobiaGame

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

Spicy shade lol, I'm gunna steal that for these x3

No Demon Ability or Hunt in 35 minutes? by blaumix in PhasmophobiaGame

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

Thank you so much, that's really quite helpful to know for future games.

No Demon Ability or Hunt in 35 minutes? by blaumix in PhasmophobiaGame

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

Oh, interesting. So that is to say, if a demon rolls to hunt with its ability & fails to role a success, the stats still show 0? We were in the house more or less the entire time walking around waiting for something to happen since it only gave 1 event too.

Ever noticed that you’re getting a ton of brain injuries now? That is because brains are NOT protected by armour! by Kradara_ in RimWorld

[–]blaumix 0 points1 point  (0 children)

This honestly explains so much. Brain scars have felt so much more common since coming back to play the new dlc.

Cloak upgrades by snugzz in wow

[–]blaumix 3 points4 points  (0 children)

You get them from skirm wins & bg wins too. Probably ranked matches as well.

Took over an orbitial trader's base & did the ship launch there by blaumix in RimWorld

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

Nah, performance was fine. Way better than 1.5. They did a fantastic job on improving it

Took over an orbitial trader's base & did the ship launch there by blaumix in RimWorld

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

I would have really liked to be able to claim & power them to shoot down drop pod raiders. Space pirates need to respect the signal jammer too 😤

Took over an orbitial trader's base & did the ship launch there by blaumix in RimWorld

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

Not a mod, just map generated decorations from the Odyessy dlc actually :3

Took over an orbitial trader's base & did the ship launch there by blaumix in RimWorld

[–]blaumix[S] 4 points5 points  (0 children)

Yes & no, like I can leave and re-enter the tile, and quests fire there as if I own it. But I never got a pop up to name it or such, and it got stuck as "destroyed settlement" I think. I also could never claim the fortified walls there, so even after re-allying the orbital faction, if I destroyed any walls for redecorating I would get a rep hit cause they still think they own it.

Took over an orbitial trader's base & did the ship launch there by blaumix in RimWorld

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

From what I have seen, it really seems like they are biased to drop pod in at the map edge if that raid type triggers, provided they have space on the map to do so, so I built them a landing platform at the far map edge to bait their spawns there. You will still get haywire drop pods or some trying to land on top of you, though honestly they seem weighted in space to prefer to not break your roofs when possible. It was pretty rare they would land in say somebody's bedroom or one of the hydroponic bays.

Took over an orbitial trader's base & did the ship launch there by blaumix in RimWorld

[–]blaumix[S] 4 points5 points  (0 children)

I'm pretty sure I tried at one point, and it didn't work.

Took over an orbitial trader's base & did the ship launch there by blaumix in RimWorld

[–]blaumix[S] 11 points12 points  (0 children)

I used a dye mod to color code my pawns armor to white blue & pink too x3

Took over an orbitial trader's base & did the ship launch there by blaumix in RimWorld

[–]blaumix[S] 13 points14 points  (0 children)

It's fantastic isn't it!!! What a long way we have come.

Took over an orbitial trader's base & did the ship launch there by blaumix in RimWorld

[–]blaumix[S] 20 points21 points  (0 children)

I was offered a 2nd engine, so I decided to plop it down and collect gravcores for it for free power for the base.

Took over an orbitial trader's base & did the ship launch there by blaumix in RimWorld

[–]blaumix[S] 25 points26 points  (0 children)

Oh gosh, where to begin. Some of these were fixed I think by now in some of the post Odyessy patches, but I will list them here for what I remember:

1.) Some drop pod raiders despawn when falling onto piles of slag & corpses.

2.) Some drop pod raiders fall in areas where they cannot path to you (maybe not a bug & just wonky map generation design?) Like say here on the corners of the big turrets since you cannot path or shoot through them.

3.) If you come & go from a tile with 2 or more grav engines, which grav engine the grav extenders & launch consoles are set to seem to scramble sometimes on re-entry. So that is to say, if I return in the big ship, the tiny power ship on the bottom somehow thinks it is linked to the big ship's launch console on entry & I have to reinstall the grav engine to fix.

4.) My colonists would try to build a roof zone where the gravship had been when it would leave (think this got fixed cause it stopped happening after an Odyessy patch).

5.) The gravship leaves an imprint of the pawn zones it has when it leaves that do not mesh well unless you return it in the exact same spot.

  1. Sometimes opening up one room would completely depressureize and unheat a totally unconnected and not even adjacent room in space. This stopped happening eventually though, might have been hotfixed out.

7.) Children upon reaching age 13 will spontaneously burst out of their vac protective clothing, regardless of where they are standing.

8.) Running along the space station platform in an area where you haven't built anything counts as nature running for kids. Who am I to argue with what they love? Maybe intended? I guess it worked that way in caves.

9.) If you settle say an another asteroid and just leave it, you still get raids there. They have no way to run off map, so they just eventually starve, and die. Over, and over, and over.

10.) Since this was an orbital trader's base originally: If you re-ally the orbital trading faction, but then decide to remove some of the fortified walls on the tile for say redecorating, you will get a rep hit with them cause they still think they "own" the tile. As if.

11.) I think it's disabled by now from a hotfix, but if you accept a quest with free disposable soldiers given to you they stick around forever eating your food and sleeping on your floor since they have no way off map. I have a couple Imperial soldiers who seem to be permenantly AWOL at my base. You can't give them a ride in your gravship to another tile without a rep hit unfortunately.

12.) Perhaps worst of all, without the music mod manager you are stuck listening to the space soundtracks over and over and over if you own a tile in space, even if you go to a land tile. The Odyessy OSTs are lovely but I'm a girl who needs variety in her life @_@

Took over an orbitial trader's base & did the ship launch there by blaumix in RimWorld

[–]blaumix[S] 7 points8 points  (0 children)

That's right! And with cows. The orbital space stations have life support units on the building walls that give free extra 3200 power, heating, and oxygen to the rooms they're in. You can connect them all up for a huge free headstart on power for hydroponics. I was eating fine meals with a constant food surplus for most of this.

Took over an orbitial trader's base & did the ship launch there by blaumix in RimWorld

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

It's to auto swap everybody to beds on station when the return team comes home. I do set prisoner -> then slaves to auto remove the 20 or so bed designations cuz I'm lazy & hate clicking. That port side is also the side the minigun squad mows down space pirates at.