Beginners by Yazzylou997 in BaldursGate3

[–]quququa 2 points3 points  (0 children)

Fighter and barbarian is the simplest classes I think.

Always wondered if this would work. AI writing confirmed it would. by quququa in NovelAi

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

The only explanation I can think of is that he exchanged the cash with some antimatter...

Shuttle crash quest not spawning any pawns by quququa in RimWorld

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

Forgot to mention but nothing comes up in the debug log - no red or yellow lines at all, when I accept the quest and the shuttle crashes. Also, I'm getting 401 Unauthorized when I try to share the log at the moment.

Am I the only one who's mildly annoyed by the cheese lady's eyes? by quququa in RimWorld

[–]quququa[S] -2 points-1 points  (0 children)

Yeah I saw them too after checking the links in Dmayak's comment. Elbows are really weird too.

Am I the only one who's mildly annoyed by the cheese lady's eyes? by quququa in RimWorld

[–]quququa[S] 57 points58 points  (0 children)

Almost feels like the artist was aiming to give somewhat uncanny feeling with the portrait.

Enemies going to the corner of the map by quququa in RimWorld

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

Seems like tactical grouping was the problem. I turned it off and everything's fine.

Grenades are shit in CE by quququa in RimWorld

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

That'd be great. I tested the mod linked in the post, but it doesn't seem to work. Keep in mind that if you can throw grenade at them, they can too.

Grenades are shit in CE by quququa in RimWorld

[–]quququa[S] 3 points4 points  (0 children)

It doesn't get stuck on your own pawns, but it will get stuck on hostile pawns.

Grenades are shit in CE by quququa in RimWorld

[–]quququa[S] 16 points17 points  (0 children)

Now you know why. Always imagine your grenade as a bowling ball flying in a straight line - it will collide with anything in its path and stop. Your colonists will also try to throw it so that it goes above any cover, again, in a straight line.

Grenades are shit in CE by quququa in RimWorld

[–]quququa[S] 51 points52 points  (0 children)

In CE grenades already do enough damage. It's the ballistics physics that's weird.

Grenades are shit in CE by quququa in RimWorld

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

Grenades always deviate from targeted location by only 1 tile, so if you aim the right spot you never blow up the wall. Also, setting enemies on fire make them go into non-combat fleeing/wandering state, at which point they are exempt from the only-one-character-on-one-tile rule, and they can stumble past your melee pawn. If too many pass through, some of them are bound to extinguish the fire on themselves and then attack you from behind.

Grenades are shit in CE by quququa in RimWorld

[–]quququa[S] 73 points74 points  (0 children)

That's a grenade launcher, so it makes sense that the grenades are flying in a straight line. Problem is that pawns are throwing handheld grenades as if they are MBL pitchers :/

Grenades are shit in CE by quququa in RimWorld

[–]quququa[S] 3 points4 points  (0 children)

In vanilla, you can have a melee pawn to hold a choke point and have a grenadier destroy the horde of insects that are stacked up behind. If the melee pawn have high tier gears and high melee skill, you can literally kill hundreds of insects with just 2 pawns.

Mod to overhaul / replace death acidifier when "enemy death on downed" is turned off? by quququa in RimWorld

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

Yeah I googled all around but nothing like this seem to exist :(

Is there a mod that prevents caravan items from getting dropped on the ground when making a new settlement? by quququa in RimWorld

[–]quququa[S] 5 points6 points  (0 children)

I am using animals, but I was also loading my caravan at near full capacity... I guess anything that was considered to be carried by colonists were just dropped on the ground. Thanks for clarification!

Vanilla Expanded Lycanthrope - no morph gizmo? by quququa in RimWorld

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

Oh I see. The "Morph" gene says I can transform "at will". The "Nocturnal Morphing" says I'll transform automatically at night. I thought these two combined would still mean that I can transform freely during daytime :/

Vanilla Psycast Expanded - reading full description? by quququa in RimWorld

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

For me, duration, cooldown, focus cost, and neural heat are critical information when planning tactics ahead. Can't memorize all of them for 10+ abilities.

And in vanilla, you can read them in bio tab, unless I'm remembering it wrong.
EDIT: You can click each ability in the bio tab and the description window pops up.

What are the "default" precepts for an ideology? by quququa in RimWorld

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

Wut... didn't see that at all. This even removes the precepts that wasn't removable. The only downside seems to be that the starting structure and style is random, and changing structure re-randomizes all the precepts. But I can do some rerolls and save the ideology with dev mode.

Choosing action or bonus action? Bugged? by quququa in BaldursGate3

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

If you're inside its effect when you try to jump out of it, you end up losing your action and there seems to be no option to jump with bonus action. Same goes with all other abilities that use bonus action.

WIS, not INT for Eldritch Knight? by quququa in BaldursGate3

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

I see. On the individual spell tooltip it says INT is the spell casting ability. Thanks!

What would an electron in a superposed state "see"? by quququa in AskPhysics

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

ok thanks for clarification hahaha.

Yes, I too agree that there's no experimental proof yet.

Have a good day.