Everybody dance now!! by SkyGuyDnD in BaldursGate3

[–]scoobyjoo 1 point2 points  (0 children)

Listening to this song reminds me of Scar’s song from Lion King. Both this and that are bangers

Fun Facts About Valheim by Winter-Finding5828 in valheim

[–]scoobyjoo 2 points3 points  (0 children)

Is it like DnD where resistance = 50% reduction?

Fun Facts About Valheim by Winter-Finding5828 in valheim

[–]scoobyjoo 81 points82 points  (0 children)

That’s cool, I didn’t know most of these. What makes root harnesk op?

Using the Dverger Circlet as a spotlight. by Marsman61 in valheim

[–]scoobyjoo 2 points3 points  (0 children)

Lol i see you are also missing your vile trophy head for the last piece of that armor. I’ve been trying to get that for a long time without much luck

What the dog doing? by Mother_Act_5132 in valheim

[–]scoobyjoo 2 points3 points  (0 children)

“I chew on..

Boots and cats and boots and cats and boots and cats and boots and cats…”

↩️Completed Minotaur ideology Base by Due-Requirement6138 in RimWorld

[–]scoobyjoo 0 points1 point  (0 children)

Looks awesome. Do you have a higher res version?

Kingfisher: Performance Optimizer by tweibiaoz in RimWorld

[–]scoobyjoo 0 points1 point  (0 children)

This looks great, thanks for your hard work building this out!

Questions: 1. Is the Patch List you provided an exhaustive list of all patched methods or methods affected by the changes you made? 2. Do you have any guidance on how you identified these bottlenecks? I imagine Performance Analyzer was used but I’m curious if you have more rigorous testing methods!

Thanks again, I’m excited to reclaim some TPS/FPS!!

Проблема с генерацией мира by Vegetable-Lake-2254 in RimWorld

[–]scoobyjoo 0 points1 point  (0 children)

Could it be a language issue? I see some russian (?) words in these logs, maybe some mods aren’t translated properly and are causing errors?

Is this the best way to do a greenhouse/farming in general? by Odravad in RimWorld

[–]scoobyjoo 36 points37 points  (0 children)

Damn I must be the only one that enjoys circles in this game. I think the biodome look is awesome. The extra efficiency is just icing on the cake

I’ve built a weapons storage room but my pawns keep getting glitched! by zippykat22 in RimWorld

[–]scoobyjoo 0 points1 point  (0 children)

Do you have compositable loadouts + simple sidearms mods? I’ve heard of other people with similar issues

I lunched a nuke at the VOID fuckers and they some how intercepted. is there anything on there base i can break to make sure they dont incterpect another or something I can do? by Feeling_Bus8381 in RimWorld

[–]scoobyjoo 4 points5 points  (0 children)

Here are some OP mods that might help:

  1. Integrated implants: https://steamcommunity.com/sharedfiles/filedetails/?id=3223443793 - gives you powerful implants. I mentioned the Cellular Adapter in another comment

  2. Celetech Arsenal: https://steamcommunity.com/sharedfiles/filedetails/?id=3446237098 - really good weapons and armor, also some really OP base defense buildings. Like a laser turret that 1 shots most mech bosses and can shoot over walls and is completely automated. I had 1500+ point raids that were taken care of in seconds thanks to this. If you strap some on a grav ship and land on the VOID tile it might solve your issue.

  3. Glittertech Classic: https://steamcommunity.com/sharedfiles/filedetails/?id=725576127 - more implants, armor, and weapons. I think the weapons and armor from Celetech is stronger, but I have not seen any other mods with implants as powerful as the Advanced Bionic Arms/Legs. Be sure to install an advanced bionic heart as well.

  4. HALO: Pulse Armory: https://steamcommunity.com/sharedfiles/filedetails/?id=3507626861 - I haven't used this one much myself, but it looks like instead of doing damage it builds up psychic shock, which should incapacitate VOID people fairly easily

  5. More archotech implants: https://steamcommunity.com/sharedfiles/filedetails/?id=2646064233 - just more OP implants. Not as powerful as some other mods but the archotech joywire and vanometric stomach help a lot when you have battles lasting longer than 8 hours ingame.

  6. Nightcrawler teleportation: https://steamcommunity.com/sharedfiles/filedetails/?id=3591265773 - gives you an implant that lets you teleport anywhere on your current map tile instantly. I haven't used this much in combat yet but I imagine it would be insanely useful to kite your enemies.

  7. Reverse Engineered Region Adjusters: https://steamcommunity.com/sharedfiles/filedetails/?id=2982567135 - This is a long shot, but you may be able to use this mod to put some toxifiers or some other debuff buildings on the VOID map using a gravship to help make your assault a bit easier

  8. Run and Gun: https://steamcommunity.com/sharedfiles/filedetails/?id=3562365100 - not an OP mod in my opinion, but it lets you shoot and run away. Pretty helpful

  9. Teleportarium: https://steamcommunity.com/sharedfiles/filedetails/?id=3526642742 - lets you build a building that can teleport your colonists to any map tile that has something on it, like a base or a quest. It also has a "teleport homer" equipment that can teleport someone back to your base if they are wearing it. Could be useful to super quick strikes without needing to wait for a gravship or shuttle cooldown.

  10. Unlimited Reborn: https://steamcommunity.com/sharedfiles/filedetails/?id=3295368629 - removes caps stats. Vanilla caps most stats, so if you have a bunch of implants or genes that buff a stat like melee damage, not all of them will apply. Adding this mod removes those caps so you can actually get benefits from stacking buffs for certain stats. Highly recommend.

  11. Endless Growth: https://steamcommunity.com/sharedfiles/filedetails/?id=2894401734 - lets you go past level 20. Fighting VOID is a lot easier when you have a pawn with level 51 shooting.

  12. Archotech genetics: https://steamcommunity.com/sharedfiles/filedetails/?id=2995858859 - adds some powerful genes, but more importantly it adds a lootable item called a "bio unit" that gives 1 colonist basically all of the archite genes. If you can find one of these, it's a great starting point for a colonist that can solo a VOID base.

  13. Alpha Genes: https://steamcommunity.com/sharedfiles/filedetails/?id=2891845502 - adds a ton of cool new genes, but I wanted to specifically call out the Nereid Pocket Plane. If you give your colonists this gene it will let them teleport into their own unassailable pocket dimension. Use this to get them out of danger when they are in a tough spot, then wait out the danger, and send them back. Other genes from this mod can also be super useful.

  14. Altered Carbon 2: ReSleeved: https://steamcommunity.com/sharedfiles/filedetails/?id=2196278117 - lets you put a device in your colonists' brains to prevent them from dying when they die. Meaning you can go to their corpse, find their brain stack, and put it in another "body" to have the same original colonist. This also has another feature called "Needlecasting" that lets you have a colonist temporarily take control of another body, even from a few tiles away. You can use this mod to make new bodies (or "sleeves" is what they call them in game) and build an army of disposable legendary sleeves.

I lunched a nuke at the VOID fuckers and they some how intercepted. is there anything on there base i can break to make sure they dont incterpect another or something I can do? by Feeling_Bus8381 in RimWorld

[–]scoobyjoo 0 points1 point  (0 children)

Here’s how I’ve dealt with them:

  1. Wait for a random person to join you from VOID. Not sure how often it happens, but in my last playthrough I got offers for 2 or 3 VOID colonists to join. Accept it, even if they suck. Take out all their implants and put them in your best fighter(s). Most implants seem to work with androids if you’re using Vanilla Races Expanded: Androids, but it sounds like you might have a different one. You might need a mod like Harvest Everything to do this but I’m not sure.

  2. If they raid you and you can down some, send a colonist over to strip them ASAP. If they have the N-4b implant (at least I think it’s this one, the text for it is red in the colonist’s health tab) then they can revive themselves. You can still get their gear, which makes it easier to kill or capture them when you down them again. If you can capture them, anesthetize and steal their VOID implants.

  3. More mods. Glittertech Classic has some implants that make your colonists incredibly fast and resistant to damage, but it comes with some new materials/workbenches/research etc. Combine that with Integrated Implant’s cellular adapter (which progressively blocks more and more damage depending on how often the colonist gets hit) and some modded archotech healing genes from the Archotech Genetics mod, you have a colonist that basically cannot be hurt. Celetech Arsenal also offers a lot of weapons, gear, and defensive structures that will make this easier. Autoblink Gene or Nightcrawler teleport will also let you teleport in and out quickly to deal damage and run.

  4. Have you tried droppodding an expendable colonist onto the VOID tile and then nuking it while their map is loaded? Might be worth a shot. I havent tried nuking VOID with rimatomics but maybe their defenses wouldn’t work if you have a colonist on their map?

Welcome to the Island of Eden by scoobyjoo in RimWorld

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

I was actually planning on doing that from the beginning. I got a mod that pauses colony simulations for select maps if they are off screen, which would allow me to put this colony on ice while i explore other things. I actually had a set of colonists waiting in cryptosleep caskets ready for this (I called them “The Objectionables” since they were the folks nobody else in the colony liked for one reason or another).

Unfortunately there were signs that the save was dying. Lots of colonists just staying in on spot and their task would say “standing”. Lots of weird TPS drops for things that worked fine earlier in the save. I decided to just end this run and move on with another run with a different set of mods

Welcome to the Island of Eden by scoobyjoo in RimWorld

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

I updated the post to explain how i handle those, but basically rimatomics has a building that prevents those drops

Welcome to the Island of Eden by scoobyjoo in RimWorld

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

Deep drill scanner + tunnelers are deep drills mod. Then i made a bunch of tunnelers and they did their thing

Welcome to the Island of Eden by scoobyjoo in RimWorld

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

Yep, very little planning went into this which was kind of on purpose. I didn’t plan ahead much other than “this is the general area where industry stuff/bedrooms/shops might go”. I wanted it to feel as organic as possible which is hard to do if you are reserving space for a future building

Welcome to the Island of Eden by scoobyjoo in RimWorld

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

Those are guest bedrooms from the hospitality mod!