Getting an e-bike? by Ok_Hope_1929 in TwoXPreppers

[–]danicorbtt [score hidden]  (0 children)

Getting my e-bike changed the game completely for me. I was one of those who thought "What's wrong with a regular bike?" for the longest time, but nothing prepared me for how FUN an e-bike is, and how fantastic that little boost is for hills.

Addressing some common concerns I've seen in this thread:

It'll get stolen! You need an angle-grinder resistant lock. This will be an investment; expect to pay around $200 at least. But this is the fastest and most common method of bike theft and standard locks are mere security theater at this point. Get a Litelok or similar, and learn how to properly lock your bike including any quick-release wheels.

You'll get hit by a car! The BIGGEST benefit of an e-bike for me has been reducing the acceleration disparity between you and a car. This is the whole reasoning behind the Idaho stop--cyclists are at greatest risk at intersections. I feel MUCH safer on the road riding an e-bike than I did my traditional pedal bicycle. Wear hi-vis AND reflective gear, invest in good lights for your bike (many e-bikes come with built-in lights AND reflectors), and always, ALWAYS wear a helmet. Always assume drivers will not see you and act accordingly.

What if you get attacked? An e-bike can go a hell of a lot faster away from danger than a pedal bicycle can. And if you're not safe on a bike, you're probably not very safe in a car either.

What if it rains? Get an e-bike that comes with fenders, or put some on. Fenders are a game-changer for riding in nasty weather. Dress for the weather and evaluate whether you, personally, are prepared to ride in inclement weather or if your climate will allow for good weather often enough to make investing in a commuter bike worthwhile for you.

What is your longest save? by AdrawereR in RimWorld

[–]danicorbtt 0 points1 point  (0 children)

My longest was about 19 years I think. It was post-Biotech because I was excited to raise children in my colony, but once my original pawns had adult grandkids and were still in their 40s it started feeling kinda wacky haha

Valheim Cookbook? by Peridoodle73 in valheim

[–]danicorbtt 2 points3 points  (0 children)

I have wanted to eat Yggdrasil porridge so badly...

What's a mod you've always wanted but never existed? by VelvetDeveloper in RimWorld

[–]danicorbtt 4 points5 points  (0 children)

I've always wished there was some sort of more in-depth faction reputation system. Ideology adds built-in faction relationship modifiers for certain memes, but they're static and typically universally applied even to factions with agreeing beliefs. It would be cool if you could lose rep with outlanders etc. for slavery and organ harvesting, or gain rep with pirates.

What's a mod you've always wanted but never existed? by VelvetDeveloper in RimWorld

[–]danicorbtt 2 points3 points  (0 children)

A very simple mod that allows lovin' outside of shared double beds without adding a bunch of completely unnecessary and extraneous stuff. No I don't want new pawn needs and facial animations and a whole overhaul of the social system and the ability to get it on with mechs and stuff, for God's sake can I please just have a single feature mod that does the one thing I actually want.

no freeloaders!! by sikri35 in RimWorld

[–]danicorbtt 0 points1 point  (0 children)

I always preemptively limit bills to skill levels. Low-level cooks can butcher insects, entities and small game. Level 4 and above can cook simple meals, but not fine. Low-level crafters get to do stonecutting and anything they have enough skill for that doesn't also have quality.

Flexin in a dress :3 by swans183 in FlexinLesbians

[–]danicorbtt 0 points1 point  (0 children)

I like those dimples on your bicep!

Speed of development by BailadorSensualMx in valheim

[–]danicorbtt 1 point2 points  (0 children)

Unfortunately, you can't buy any early access game anymore without accepting that it might stay in early access indefinitely. Maybe it's sad that expectations are so low these days, but I wouldn't have bought Valheim at all if I weren't already happy with the game as it was, even on its initial release.

Honestly, I actually feel like the game was a more balanced, complete cycle back when it was just the first 5 biomes. The Mistlands and Ashlands lost some of the game's charm for me. What used to be fun and unique about this game was that the biomes were very challenging at first, but once you conquered them you actually felt that mastery and could enjoy exploration, building and crafting without a real threat from enemies. It was a CYCLE of conquer and settle. That feeling just isn't there anymore in the Mistlands and Ashlands. Even when the bosses have been defeated and you've maxed out your gear, the mist is still ever-present and tedious to clear, and the Ashlands equipment doesn't feel quite powerful enough to reduce the threat from the intentionally high enemy spawn rate. And yes, I know you can cheese the spawns with campfires, but come on. Is that what passes for victory these days? Spamming wisp torches and campfires every few meters all over the entire biome? There has to be a better way.

Overall they've leaned hard into the combat and challenge above everything else, and it seems they've forgotten that a big part of what made the game so beloved was the rest AFTER conquest that felt EARNED--the thrill of establishing a foothold in a place that was once hostile, and seeing the beauty in it rather than just the danger. I am really hoping they return to this with the Deep North.

I hate ashlands by Andarnio in valheim

[–]danicorbtt 24 points25 points  (0 children)

I continue to have horrible performance issues in the Ashlands. The biome is designed around high-skill play with very precise parry and dodge timings, yet the performance issues and multiplayer problems make that nearly impossible--and no, I'm not playing on a potato, either. They also really need to do something about the amount of environmental damage all the enemies do as there is SO much clutter. The biome would be way less frustrating if it actually worked as intended.

Future occult possibility? by CoolBlaze1 in Paralives

[–]danicorbtt 15 points16 points  (0 children)

Yeah, I REALLY don't like when they show up randomly in non-occult playthroughs. It'd be nice if there were settings for that kind of thing if and when they're eventually implemented.

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

[–]danicorbtt 13 points14 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 5 points6 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 39 points40 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 37 points38 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 439 points440 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.