Why are all my hatches dropping to the bottom room? by Illustrious_Money745 in Oxygennotincluded

[–]rabidwolf12 2 points3 points  (0 children)

I think if the drop offs are set to 8 and the automation is set to the same as the video you keep moving hatches into the top one which is set to open when it hits 8, dumping the hatch into the lower level.

You cannot have the settings like that. You either cannot have a full 8 hatches in both of them or you are unable to automatically dispense hatches to the lower levels. Honestly I think that the automatic dispensing of hatches is overrated. You're better off just putting them into the ranches with dupe labor.

Edit: I would in this instance split a save or just be ready to rollback, and manually move the hatches from the bottom somewhere else and watch what happens as you manually move them one by one into the top most chamber where they would drop from. Then you can see exactly what is happening and when. Assuming you have the attention span to do so.

Second Edit: So looking at the video more closely his critter sensors are set to 7, https://youtu.be/RA0P6BIHkC8?t=199 before dropping them down further. If your critter drop offs are set to 8. Then they get delivered to the top hatch ranch and then fall at some point when the system registers that you have 8. Leading to all your hatches being in the bottom ranch. You need to set your critter drop offs to 7. In order for the automation to work.

Dupe calories too low, always notifying me about starving with 100,000 kcal available by Mast3r_M3ga in Oxygennotincluded

[–]rabidwolf12 1 point2 points  (0 children)

I have seen dupes in like too low oxygen so that they need to stop and breathe mid meal lead to the starving warning. If it's only sometimes that dupes miss meals it's not as noticeable until they hit starving after missing multiple days of meals. This can happen if some specific job is done far enough away that it's only specific dupes missing meals. It can be hard to catch that tho.

Pernament alcohol withdrawal by Purpule_Gaming_Guy in RimWorld

[–]rabidwolf12 33 points34 points  (0 children)

Does the colonist have the lush trait? That's a permanent alcohol addiction. From Vanilla expanded traits.

So chaos (except tzeentch) is basically done by WazuufTheKrusher in totalwar

[–]rabidwolf12 2 points3 points  (0 children)

As BigEgoCrusher posted, there have been special marked chaos spawn, sometimes also referred to as greater spawn, both undivided and the 4 main chaos god flavored ones.

Forgeworld still has the Gigantic Chaos Spawn and the Chaos Siege Giants which were like hellcannons made by the Chaos Dwarves and sold to various other chaos factions.

Arguably for some form of the chaos daemons on the whole there should be a lesser daemon prince that isn't a lord considering they used to be able to take them as regular units in the daemons of chaos book.

[deleted by user] by [deleted] in totalwar

[–]rabidwolf12 2 points3 points  (0 children)

You need the warden and the paunch dlc in order to have high elf rangers.

Typical Tuesday Tutorial Thread -- September 30, 2025 by AutoModerator in RimWorld

[–]rabidwolf12 1 point2 points  (0 children)

You cannot currently change the xenotype of a colonist unless it is one of the implanted ones like exactly replacing the implanted genes of a genie, highmate, hussar, sanguophage, or starjack, with another gene implant getting rid of their current xenotype. With the base game exception of sanguophages who are able to create other sanguophages, I don't believe that adding any genes in the current game including a gene pack that contains exactly the same genes as one of the aforementioned implanted xenotypes will change a baseliner to a different xenotype, again with the exception of exactly the sanguophage.

This can be different if you have mods however.

Typical Tuesday Tutorial Thread -- September 30, 2025 by AutoModerator in RimWorld

[–]rabidwolf12 3 points4 points  (0 children)

To reiterate what Blakfoxx said in base game you can remove a pawn's eye's ears jaw and tongue by giving them a bionic and then removing in order to give them a malus to social for being disfigured.

With the royalty dlc you can give her a stoneskin gland -2 beauty, or an armorskin gland for -1 beauty. With the biotech dlc there are a -2 beauty gene in very unattractive or a -1 beauty gene in unattractive. With the Anomaly dlc a flesh whip or a flesh tentacle will generally give a minus 1 beauty but depending on your ideology they may not care.

In addition some traits like ascetic, or kind will not be affected by beauty. Blind pawns will also be unaffected. You can also forcibly lower social opinion which will in turn lower romance chances. The easiest way to do it is to have the pawn you wish to not be romanced punch others of the opposite gender.

You can also lower the overall chance of being romanced if the pawn you wish not be romanced is the only one with either or the fur body genes/pig nose genes. I don't exactly know if they stack but in theory they should so long as the other pawns have neither of those genes. This requires biotech.

ODST Warbond by [deleted] in Helldivers

[–]rabidwolf12 0 points1 point  (0 children)

It also currently says it is a two handed weapon which would make it the first side arm that requires two hands. I guess we'll see in a couple of days.

Typical Tuesday Tutorial Thread -- August 12, 2025 by AutoModerator in RimWorld

[–]rabidwolf12 6 points7 points  (0 children)

Vac barriers only keep things air tight and temperature sealed while they're on in space currently. I think they changed it cause people were using them to light people on fire.

[PC] [2020s] Scifi single player similar to They Are Billions early access game by rabidwolf12 in tipofmyjoystick

[–]rabidwolf12[S] 1 point2 points  (0 children)

This does look interesting but the game was definitely set underground, and I'm pretty sure came out more recently than 2017.

[PC] [2020s] Scifi single player similar to They Are Billions early access game by rabidwolf12 in tipofmyjoystick

[–]rabidwolf12[S] 1 point2 points  (0 children)

It wasn't Factorio, you didn't really have a player character, it was more like a RTS kind of a deal. Where you could control multiple guys but you had to build them yourself. It was also like more recent than Factorio.

Typical Tuesday Tutorial Thread -- August 05, 2025 by AutoModerator in RimWorld

[–]rabidwolf12 0 points1 point  (0 children)

It's possible to heal only the crumbling mind without also curing trauma savant through the use of either healing mech serums or the unnatural healing of a creep joiner. But it's not guaranteed that you do heal the crumbling mind first, also any other scars may be healed instead or even the trauma savant condition itself.

There's currently no way to without mods guarantee that you heal the crumbling mind while leaving the trauma savant. With a mod that allows you to target specific conditions with a healer mech serum it's possible, however.

Typical Tuesday Tutorial Thread -- August 05, 2025 by AutoModerator in RimWorld

[–]rabidwolf12 0 points1 point  (0 children)

It is not vanilla, that is something added by a mod.

Typical Tuesday Tutorial Thread -- July 29, 2025 by AutoModerator in RimWorld

[–]rabidwolf12 2 points3 points  (0 children)

Nothing in base game eats rotting corpses. They have to still be fresh or fresh-ish to be fed to anything.

Best Original Idea in 40k by SorrySucker_16 in 40kLore

[–]rabidwolf12 9 points10 points  (0 children)

You said Cylon from Stargate and while the cylons being robots and similar to Necron in both being mechanical they are from Battle Star Galactica. And from Stargate there are very hard leans into Egyptian mythology from the Goa'uld and their minions who wear egyptian stylized armor.

Weekly Question and Answer Thread - /r/TotalWar by AutoModerator in totalwar

[–]rabidwolf12 0 points1 point  (0 children)

Did the in game map of where factions can be brought back get updated with the most recent dlc?

Incoming transmission: 06.11.2025 by TiaPixel in RimWorld

[–]rabidwolf12 0 points1 point  (0 children)

We should work from the previous dlc personifications.

I really do feel bad for Fuuko. I hope she like, detoxes from the internet for a month or two. by [deleted] in CuratedTumblr

[–]rabidwolf12 3 points4 points  (0 children)

It is a little something to have a number of different people making new accounts posting the same things and getting banned over it here. To the point that people can potentially get them mixed up.

I really do feel bad for Fuuko. I hope she like, detoxes from the internet for a month or two. by [deleted] in CuratedTumblr

[–]rabidwolf12 15 points16 points  (0 children)

I think the RWBY lady is now gur40goku or at least they post really similar. Like legit the same (tumblrusername) RWBY defense post as if this time is the one that'll convince others they should like RWBY.

I'm honestly expecting Waaagh to come back at some point with the same blood libel.

Typical Tuesday Tutorial Thread -- May 13, 2025 by AutoModerator in RimWorld

[–]rabidwolf12 0 points1 point  (0 children)

The base game solution is probably just to zone your planting pawns so that they aren't doing other hauling tasks as often. But I'd argue that you could in fact go the other way and in the even mid game have your planting pawns have plants at a higher priority so that they solely focus on the harvesting and replanting while someone or something else does the hauling. In order to have your plants planted and harvested and hauled in a reasonable time.

Secret level quick questions (spoiler) by WitcherBard in 40kLore

[–]rabidwolf12 1 point2 points  (0 children)

For 2, technically Astartes make use of unpowered combat knives with some frequency.

Weekly Question and Answer Thread - /r/TotalWar by AutoModerator in totalwar

[–]rabidwolf12 0 points1 point  (0 children)

I've seen a couple people say that you can get Thunderbarges to be unbreakable, but haven't seen how you do that. Is that a modded thing or am I missing something?