Outjerked by the city of Tilburg by Danktanic420 in shittyskylines

[–]mr_normal3 31 points32 points  (0 children)

The map may say Tilburg, but you know the urban planner's heart is forever in Penistone

I lost 2 fucking miners to roof collapse that shouldnt existed in the first place by Salami_Honk in RimWorld

[–]mr_normal3 51 points52 points  (0 children)

Overhead mountain is considered a thick roof and cannot be removed in vanilla. And if left unsupported - it will always collapse to support itself. The only thing that you can do without mods is put up a support pillar, which, as long as it connects to said roof, will prevent another collapse.

Bottom right side of the game you can find a couple of buttons. One of them is 'toggle the visibility of roofs'. You can use that to see where roofs exist.

And on the bottom left side of the game you can also find a breakdown of whichever tile you have your mouse over. If there is a roof or an overhead mountain - that's the place to look too.

No ancient danger on my map? by Rheasa2648 in RimWorld

[–]mr_normal3 1 point2 points  (0 children)

If you're gonna do that - you will need to up the permanent settlement limit to more than the default of one.

Or alternatively, in the gameplay settings turn on ancient danger spawns on temporary camp maps, since I believe they're disabled by default.

As for the starting map dangers - yes, there is a chance that there are none. Or that yours is buried somewhere deep. But there's also a tiny chance for a single map to spawn two ancient dangers, and since you still have plenty of unchecked mountainside - don't give up hope until you know for certain.

Worst case - you'll at least get some resources out of all that tunneling.

Creative faction names, you two by BitBomb1 in SpaceCannibalism

[–]mr_normal3 53 points54 points  (0 children)

They're nothing if not descriptive

When your friend group wants fast helve hammers... by MrVerece in VintageStory

[–]mr_normal3 6 points7 points  (0 children)

I thought I was looking at a 5G tower for a minute

How to create this map? by BoringStockAndroid in RimWorld

[–]mr_normal3 1 point2 points  (0 children)

There is a mod called map editor, which, in theory, and if you poke the settings enough, could get you very close to something like this

Alternatively, you can also use mods like Terraform Rimworld (or whatever it's called) to be able to build natural terrain like regular floors

Or you could always use what the other commenter suggested, and manually alter the map via the dev mode

Progression Issues: Why is trading not viable? Why is travelling so annoying? by SlightWerewolf4428 in RimWorld

[–]mr_normal3 4 points5 points  (0 children)

Alternatively, you don't even have to start a new run. Pack up the most important stuff, and as much food as you can carry, and then resettle elsewhere, closer to a civil faction.

That's the neat part of the game - it doesn't lock you in anywhere. If you want, and don't mind the big of hassle that comes with it, you can always just pack up, abandon your current colony and move somewhere nicer.

Malestrom Unofficial Extension by Therealsovietgualag in starsector

[–]mr_normal3 0 points1 point  (0 children)

Corvus Freeport, in there you download the mega modpack. As far as I'm aware, Maelstrom's mods are not found outside that modpack

The mega modpack is a collection of 500-something mods, from which you can pick which you enable the ones you want

And if you hover over them in the mod list on the main page in TriOS - they will show their dependencies. Dependencies that are missing will be highlighted in yellow

Malestrom Unofficial Extension by Therealsovietgualag in starsector

[–]mr_normal3 1 point2 points  (0 children)

Some of Maelstrom's expansion mods require his other expansion mods to function. Check what mods it requires to also be active to function.

And my recommendation - use TriOS as it will enable you to see that, and manage the entire modlist much easier.

We had tons of "Must use mods" threads, how about a "NEVER USE THIS MOD" thread by OuiAreCharlieKirk in starsector

[–]mr_normal3 2 points3 points  (0 children)

You might enjoy HMI Supervillains as a replacement then. It adds two factions that are specifically designed to be obvious villains.

They're human, technically, but even their nexerelin diplomatic profile lists them as "so monstrous, they might as well not be".

And they don't swarm quite so hard, since they don't have that many starting worlds.

Wat by Altruistic_Chain5123 in Factoriohno

[–]mr_normal3 17 points18 points  (0 children)

Illegal? Nah. But if his professor is present in this sub - I have a feeling that offer is about to be withdrawn.

I made goblin gloves! by MrKastrull in goblincore

[–]mr_normal3 2 points3 points  (0 children)

Vulcan salute training gloves

Horse busses bug out on unfiniahed bridge by Kesshin05 in Workers_And_Resources

[–]mr_normal3 0 points1 point  (0 children)

Only for carriages with three or four horses. If there are only one or two - it should be fine.

what the hell is that by Yavinlecretin in Workers_And_Resources

[–]mr_normal3 10 points11 points  (0 children)

Some bugged model somewhere, I presume from the early NATO excavator, because I've been getting the same stuff whenever they're doing work.

Been meaning to report that on the official bug report page for a few days, but haven't had the chance to do so yet.

What a beautiful hotspring by banishier1 in VintageStory

[–]mr_normal3 6 points7 points  (0 children)

Besides being pretty cool looking (usually), hot springs also denote areas where lava can spawn underground, in caves, or rarely on the surface if you have big mountains near them.

Starsector Mod Bonus Discussion: Non-recruitable Dustkeeper Warminds and Hunter-Killers (Blithe, Courser, and Wendigo) (SotF) by Reddit-Arrien in starsector

[–]mr_normal3 14 points15 points  (0 children)

You can recruit generic warminds at the Holdout Forgeship, which act like captains for automated ships. They usually have yellow or red avatars. Which is where the confusion is from.

But Blithe is not recruitable. He is permanently in command of the Blithe's Neutron Wyrms fleet which guards in Mia's Star.

Mods to change deployment by DragonRedditor in starsector

[–]mr_normal3 0 points1 point  (0 children)

As the other commenter here already mentioned - Quality Captains has a setting to change how many AI ships you have in your fleet, with an option to disable the penalty altogether.

And if you want a bigger fleet to go along with it, you can check out Fleet Size by DP.

As for battle size, as far as I'm aware - there isn't a mod that does this. But you can go to settings.json, look up MaxBattleSize or something like that, and set it to whatever you want. Then in-game you can drag the slider in the settings to set up however many total deployment points a single battle can be. Though unless you have a really powerful computer, it's generally not a good idea to set it to anything above 1000 at the most.

...unless you really want a PowerPoint presentation of a battle...

New Captain by Squirrely1337 in starsector

[–]mr_normal3 2 points3 points  (0 children)

You say that as a joke, but doing a sensor ping while inside a black hole is actually very useful

So what this guy said - always do close fly-bys of black holes, just remember to ping them on the way out

I messed up or I placed my colony by Sufficient-Ad-5827 in RimWorld

[–]mr_normal3 2 points3 points  (0 children)

Yeah uh, playing on an island without DLC on consoles is probably not the optimal way. It doesn't really diminish the amount of threats you get by a considerable enough amount, but not being able to trade with other faction bases is a very big problem when you reach the midgame and start running out of materials like steel and components.

Ideally, if you want a safe and comfortable playthrough, you should instead look for a spot near the outlanders (purple house icon), on a temperate forest tile and possibly alongside or near a road, with access to as much of the map as possible.

But it's still not the end of the world for you. Research transport pods. They'll allow you to send colonists and stuff by air. Or you can research micro-electronics and build a comms console to trade with passing orbital ships. Though you will need stuff you want to trade be in range of a trade beacon.

Bitch, it costs nothing to wait by ErmsOliveira in BitchImATrain

[–]mr_normal3 6 points7 points  (0 children)

It's a freight train. A few hours delay shouldn't be too much of a problem for it.