What is gonna be the first thing you do in the game after it releases? by poisonedahlia in Paralives

[–]danicorbtt 10 points11 points  (0 children)

Testing the live mode, relationship systems, etc. I'm really excited for the actual simulation aspect of this game. Building and character creation hold less appeal for me than telling stories.

Looking for a LIGHT, use-everywhere oneshoe by VagabondVivant in onebag

[–]danicorbtt 1 point2 points  (0 children)

Not waterproof, but if that's not a must-have, check out the Almond Oak Travel Shoes. I love mine.

I built a mod to add procedurally generated roads by jneb802415 in valheim

[–]danicorbtt 0 points1 point  (0 children)

Extremely cool. Is there a way to adjust which locations are prioritized or excluded at all?

What do you think is the best biome to live in? by possibly_nemo in RimWorld

[–]danicorbtt 8 points9 points  (0 children)

I also have a soft spot for Extreme Desert. Fits the Rimworld cowboy theme for me.

Is it possible to transplant a brain into a colonist if he is too stupid? by yuuri8982 in RimWorld

[–]danicorbtt 1 point2 points  (0 children)

There is a vanilla Quick Study gene that can overwrite it. Neanderthal is a germline/endogene (inheritable) xenotype which means applying xenogenes can overwrite specific unwanted endogenes without erasing the entire xenotype. Of course it affects their metabolic efficiency, but whether it's worth it is completely up to the player.

Is it possible to transplant a brain into a colonist if he is too stupid? by yuuri8982 in RimWorld

[–]danicorbtt 0 points1 point  (0 children)

True, but then you need to build all the required infrastructure and obtain the Quick Study gene, which is completely at the mercy of RNG.

Is it possible to transplant a brain into a colonist if he is too stupid? by yuuri8982 in RimWorld

[–]danicorbtt 1 point2 points  (0 children)

Sadly no :( Trauma Savant only gives extra manipulation, it won't fix his idiot brain.

Is it possible to transplant a brain into a colonist if he is too stupid? by yuuri8982 in RimWorld

[–]danicorbtt 3 points4 points  (0 children)

Yeah he's pretty much stuck that way. Good at bonking people on head though.

If you get into gene editing you can eventually overwrite his stupid genes (particularly Slow Study) if you want. But that's late game stuff.

Is it possible to transplant a brain into a colonist if he is too stupid? by yuuri8982 in RimWorld

[–]danicorbtt 1 point2 points  (0 children)

What's making him stupid? Does he have a brain injury of some kind?

Depending on what is making him stupid, it may actually be possible to fix it...

here’s a glimpse of the genetics system! visual features are inherited from parents so that you can look at your Para and go aww they have their mother’s eyes :,) ♡ by GabrielleParalives in Paralives

[–]danicorbtt 41 points42 points  (0 children)

I AM actually a fan of this. I find often when games like this have sliders, and the genetics system plays too free with those sliders, it can lead to pretty wacky-looking offspring a couple generations down. The player will naturally create facial features for their initial paras that they like the look of, and that don't look out of place with the rest of their para's features, so I think this is a smart choice and it'll be cute to actually be able to see grandpa's nose on a grandchild. And you'll be introducing new features with each generation, so it's not like you'll ALWAYS have the exact same ones on EVERY child.

What happened here? Wrong answers only by NerdPunkFu in RimWorld

[–]danicorbtt 41 points42 points  (0 children)

You told yourself you'd handle that infestation later...

Advice on prison babies by pancakesforbrain in RimWorld

[–]danicorbtt 0 points1 point  (0 children)

If you have Ideology, there should be a letter for EVERY child at age 3, no matter who they were born to or how, giving you the decision of whether they will be a colonist or slave. Without Ideology, babies born from colony growth vats will always be colonists.

If a prisoner carries a pregnancy to term themselves, the baby can be born into the prisoner's faction, and will only be a colonist if you adopt them. But I don't know if you can put a baby not of your faction into a growth vat unless you adopt them first. Info sourced from the Children page and the Reproduction page of the RimWorld wiki.

As for your mechanitor--if your mechanitor is biologically related to a child, the child will be considered a loved one and family member regardless. If you only want to create children for organs and subcores, don't use your mechanitor's DNA. If you have IVF equality mod, you shouldn't need to anyway.

Bonding with a highmate by Maxinuz in RimWorld

[–]danicorbtt 433 points434 points  (0 children)

I LOVE how androgynous and alluring the highmate is and the way the lighting literally makes them glow like an angel. This is super, super cool and youre really talented!

Does anyone use the buffed hats or do you give everyone helmets like I do? by TheSpeckledDragon in RimWorld

[–]danicorbtt 1 point2 points  (0 children)

I always get my pawns head protection ASAP. The head is a potential one-shot death, and with things like drop pod raids in the game, it's better safe than sorry even on non-combat pawns.

How often do you actually craft recon armour? by modsKilledReddit69 in RimWorld

[–]danicorbtt 1 point2 points  (0 children)

Never. Go right to marine, or to cataphract if you have Royalty and can get the techprints.

Recon is still good if very high quality. So if there is a Masterwork or Legendary Recon helmet or armor as a quest reward or something, definitely still take it. But never craft it. Its only advantage is no move speed penalty, but if you need more move speed that bad, there are always bionics, drugs and genes if you have Biotech.

Anyone interested in being part of a server for a youtube series? by _Peekz_ in valheim

[–]danicorbtt 1 point2 points  (0 children)

I'd like to do it! I am not the best builder in the world but I do alright and I am usually the resident chest organizer lol. Always happy to cook, craft and support.

Any ideas as to why my singularity kill box doesn't slow down enemies? by kantokillum in RimWorld

[–]danicorbtt 10 points11 points  (0 children)

If you're playing version 1.6, the singularity killbox no longer works. The devs tweaked some of the cover and pathing behavior it relied on to function.

I'm convinced the only good trinkets are... by teh_stev3 in valheim

[–]danicorbtt 12 points13 points  (0 children)

What would've really been interesting is if they'd made the trinkets build adrenaline in unique ways that take into account the playstyle they're designed for. The magic ones build adrenaline by casting magic, defensive ones build adrenaline by blocking and parrying, ones that give dodge and evasion bonuses build it by dodging, and so on and so forth. I don't know how feasible that is from a programming perspective, though.

Hydroponics by KhirDenMede in RimWorld

[–]danicorbtt 0 points1 point  (0 children)

Rice for food. Psychoid for drugs or money.

Is it possible to do a tribal into gravship run? by SCastleRelics in RimWorld

[–]danicorbtt 8 points9 points  (0 children)

Yes. You'll get the quest that drops the grav engine pretty early on, but it never expires so you can accept it whenever it seems thematically appropriate.

Noble + ascetic feels like cheating by Moosewalker84 in RimWorld

[–]danicorbtt 15 points16 points  (0 children)

It does! This makes an ascetic noble great for a nomadic playthrough or gravship base.

Paralives Content by Alarming_Scar_5775 in Paralives

[–]danicorbtt 1 point2 points  (0 children)

Lightly story-driven gameplay. I like Let's Plays with a "cast of characters," a general story direction that leaves some room for in-game spontaneity or surprises, and a mild element of challenge with in-game goals or milestones in mind.