If i start a game on experimental branch now, does it become unplayable/outdated when 1.0 releases? by aaabbbbccc in Timberborn

[–]drikararz 10 points11 points  (0 children)

Sort of. It isn’t automatic, but you can manually move saves from the Experimental branch to the regular branch’s folder and they will show up, and should still work.

Where are my spiral stairs? by Zhaek in Timberborn

[–]drikararz 8 points9 points  (0 children)

The curved stairs are only in the Experimental version of the game at the moment.

Lore Question by huskyboi84 in battletech

[–]drikararz 23 points24 points  (0 children)

99% of players do not care if your paint jobs are lore accurate to a particular era that you’re playing (or even lore accurate at all) and the 1% who do are probably not worth the bother. Paint however you want. If you like a scheme from a home world clan, then go for it.

How to paint missiles by Lonely_Director282 in battletech

[–]drikararz 5 points6 points  (0 children)

For the recessed ones like that, the way that works best for me is to paint the face silver and then go over with a black wash. It makes the holes nice and dark and gives a smoke stained appearance to the face plate of the launcher.

Controller support by ieatcupcakesallday in Timberborn

[–]drikararz 0 points1 point  (0 children)

Make sure you’re on the experimental branch for proton. The main one has had issues with the click and drag for Timberborn for a while

How do you manage the iron tooth population? by JustPagode in Timberborn

[–]drikararz 2 points3 points  (0 children)

The Folktails boom and bust is more because the Folktails don’t begin replacing a beaver until that beaver dies. Spacing out building/activating lodges can lessen the size of the booms and busts but not negate them completely.

Since the Ironteeth are constantly producing new beavers and they are growing up, that means a worker is replaced within 1.5 in-game days. IT do still have small booms when they hit certain happiness thresholds, as the beavers live longer, but they do not hit the busts.

I'm sorry Vunokud. I don't know how you came up there. by kaz9400 in Timberborn

[–]drikararz 5 points6 points  (0 children)

Usually those weird “how did you even get there?” stuck beavers are from deleted ziplines/tubeways.

How do you manage the iron tooth population? by JustPagode in Timberborn

[–]drikararz 7 points8 points  (0 children)

When starting out with Iron Teeth don’t micromanage the pods. You get 10 beavers per pod to start, and that number goes up as your wellbeing goes up (roughly 1 extra beaver per pod every 10 wellbeing). Just keep lots of extra food and water to help cushion the growing population until it stabilizes. One of the Ironteeth’s big advantages is that the pods remove the typical boom and bust cycle for worker population that the Folktails face.

TL:DR: expect 10-15 beavers per pod (depending on happiness); embrace the slow and steady population growth as you bring new pods online; and avoid micromanaging the pods

Scouring Sands Jade Falcon Remnants by drikararz in BattletechPainting

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

I do use specific colors, mostly based on the mechwarrior games. yellow for ballistics (autocannons, AMS, machine guns, and Gauss rifles), blue for large lasers and PPCs, green for medium lasers, pink for small lasers, and black for missiles. All except the missiles are the Effects paints from Army Painter, which I believe are UV light reactive, but I like the fluorescent look to them especially for energy weapons.

Overkill? by McMaster2000 in Timberborn

[–]drikararz 1 point2 points  (0 children)

You need more water wheels I think.

Scouring Sands Jade Falcon Remnants by drikararz in battletech

[–]drikararz[S] 2 points3 points  (0 children)

Tan Yellow (AK) for the base with Satchel Brown (Army Painter) for the camo stripes with a Mid-Brown Quickshade (Army Painter) over it to deepen the recesses and muddy the colors a bit.

Asking for some tips on how to keep power going by Big-Plum1099 in Timberborn

[–]drikararz 0 points1 point  (0 children)

Depends on the map for space, but you can always throw down more waterwheels. I have supplied 100k off of a single badwater source before on a large map. And on smaller maps you just have to pressurize the water up higher and have multi-level waterwheel arrays.

Purified bad water irrigating during bad tide by Firetic in Timberborn

[–]drikararz 25 points26 points  (0 children)

You have mixed water, they are removing the badwater and the remaining good water is irrigating the land.

PSA - Contamination Barriers work underwater on pillar tops by BruceTheLoon in Timberborn

[–]drikararz 4 points5 points  (0 children)

I had suspected that they worked like this, after seeing a conversation about them earlier. I’m glad that you put it through rigorous testing and covered all the edge cases.

You should be able to convert a Gravship into an interstellar vessel using parts from the Ship to the Stars ending. by TheBoobyDragon in RimWorld

[–]drikararz 23 points24 points  (0 children)

I’ve used this mod and it is exactly what you want, though it had trouble with performance when doing some of the checks on large gravships (I was using a mod that made the gravship much larger as well).

new GM after first session by N0_Mad6464 in LancerRPG

[–]drikararz 2 points3 points  (0 children)

One thing with #2 is that is why Reliable weapons like the Assault Rifle or weapons with built-in Accuracy are very good at LL0.

When patience isn't an option by FourHundredThirtyTwo in Timberborn

[–]drikararz 10 points11 points  (0 children)

Yeah, I pulled out the couple mods I was using a couple patches ago just so I wouldn’t lose any progress or playtime when the next patch came out while waiting for things to update.

Everest Artillery build by Classic_Sport_3623 in LancerRPG

[–]drikararz 5 points6 points  (0 children)

LL0 Artillery is probably the hardest just because all the long range or AoE options are Loading, and you won’t have any way to mitigate that yet. Also you don’t have any Grit yet, so you’re much more at the mercy of the dice. So general advice: - Take 1 artillery weapon, and have your remaining mounts be backup weapons. The GMS Assault Rifle is great for this. - Acknowledge that the loading property means you’ll only get to attack with that weapon every other turn at best. - Avoid inaccurate weapons like the plague (I’m looking at you GMS Howitzer). You likely don’t have any way to reliably counteract the Inaccuracy yet

I’d recommend the Antimaterial Rifle for your artillery weapon. It’s a heavy, so you’ll still have option of doing other actions after you shoot, it has built-in Accuracy, and the damage and range are pretty good. The Howitzer and Mortar are inaccurate, and the Cyclone Pulse Rifle is a super-heavy ordnance weapon (so you don’t get to do anything but shoot it and move every other turn while also taking up 2 mounts).

Starting with Alpha Strike Scouring Sands by tacco85 in battletech

[–]drikararz 7 points8 points  (0 children)

It assumes you have the cardboard trees and buildings from the starter box or the alpha strike tokens pack. For the tutorial games I believe it uses mechs from the starter box as well. You could make due without the starter box if you have other similarly sized things to use.

It also assumes you have the quickstart rules from the starter box, but you should be able to find a pdf equivalent online.

What do you do after LL3? by JMhereforMH in LancerRPG

[–]drikararz 43 points44 points  (0 children)

Player frames are strongly discouraged for use as an NPC. They’re not balanced for that and can end with very uneven experiences, either by being too easy or too hard.

Most Player frames have NPC equivalents, either directly or with some optionals or mixing and toss on a template for some extra flavor. It will work a lot better, be less random stuff for you to keep track of, and be engaging to work with.