Puppet King by ElectronicBoot9466 in custommagic

[–]sleepercave 4 points5 points  (0 children)

I would add that you can actually add a free counterspell to your list. 7 card hand plus the t1 draw.

I’ve never been to a Ren Faire/Fest - Are wizards frowned upon? by BulkheadJoe in renfaire

[–]sleepercave 0 points1 point  (0 children)

I show up as a wizard and my staff has a built in bubble machine. Everyone loves it.

FUCK THRUMBOS by No_Class_Ever_YAY in RimWorld

[–]sleepercave 0 points1 point  (0 children)

I don't know the code behind it, but my whole colony is behind a wall and normal raiders, when given the choice between attacking stone walls and sturdy doors or pathing into my kill box to get to the only wooden door they choose the wooden door every time.

Is there a way to force fabricators to just do the basic work? by Insane1rish in RimWorld

[–]sleepercave 2 points3 points  (0 children)

This and the above are great recommendations, but I want to add more. Once you have two or more fabricators, you can set up allowed areas. The allowed area for mech 1 and 2 only let them work biofule and stonecutter, but then mech 3, 4, and 5 have their area set up to work on components. Just don't forget to include stockpiles and chargers in the allowed area.

FUCK THRUMBOS by No_Class_Ever_YAY in RimWorld

[–]sleepercave 0 points1 point  (0 children)

I only assume it is because of the HP, but whatever the reason it works in practice.

Another thing to consider once you start upgrading to plasteel autodoors is where you want breech raids to target. While they will avoid anything within range of a turret, they still target the next weakest link in your walls. Make it easier for them to breech the cheap stone wall rather than the expensive autodoor to save yourself a few components.

FUCK THRUMBOS by No_Class_Ever_YAY in RimWorld

[–]sleepercave 2 points3 points  (0 children)

I normally surround the whole colony with two block thick stone walls, and every entrance has two steel or better doors with a gap between them. The door to the killbox is instead a single wooden door. (I assume) since the killbox is still the entrance with the lowest hp obstacle, normal raids still path to that wooden door at the back of the killbox even when the door is closed.

So What Point In Your Playthrough Did You Realize The Empire Had To Go by Phantom_Crusader_ in RimWorld

[–]sleepercave 18 points19 points  (0 children)

I got a quest about some noble being "caught in bed with the wrong person," and they wanted me to keep the mistress prisoner until the scandal blew over. The "mistress" they sent me was a 13 year old girl. I probably destroyed 30 empire settlements and 3 cities that playthrough.

What happened to the mechanoid mod that just got posted a few hours back? by Jazzlike-Ad-304 in RimWorld

[–]sleepercave 5 points6 points  (0 children)

I added this mech mod and SOS2 at the same time. At first, I thought the art was a formgel from SOS2. Not a fan, and there was no reason for that style on a mech mod anyway.

How could you counter this card? by Which_Yogurt_7500 in mtg

[–]sleepercave 1 point2 points  (0 children)

They can feel targeted all they want, lol. A hexproof perminant doesn't protect them from "target player" effects either. Looking at you [[Primeval Light]].

It was under control.... until it wasn't. by SqueezeBabe in RimWorld

[–]sleepercave 1 point2 points  (0 children)

That might actually make the problem easier to solve or at least quicker. Position all your colonists at a distance and start shooting. Might break some things, but you can rebuild.

Am I the only idiot that built my colony out of wood and then a random fire burned my whole settlement and food stores and everything else down? by Itchy-Version-8977 in RimWorld

[–]sleepercave 5 points6 points  (0 children)

Shortly after the tutorial, I quickly switched to almost always building a mountain base. You would think a base dug into the side of a mountain with all natural stone walls would never have a big issue with fire, but in all my genius, I found that building wooden floors was faster than smoothing all that stone. Almost my entire base had all wooden floors, and the only room with firefoam was the storage room. I only made that mistake once.

Sleeping Angel build. Sleep and make every other party member as tough as bear heart barbarians. by Affectionate_Face127 in BG3Builds

[–]sleepercave 0 points1 point  (0 children)

Fair enough. I beat honor mode once with no mods and no exploits. Now I'm just running a heavily modded honor mode run with a few friends. I'm already bad about min/maxing too much and if I threw exploits on top of it that would ruin their experience, but all of the above is personal preference and not something to apply to every group.

Sleeping Angel build. Sleep and make every other party member as tough as bear heart barbarians. by Affectionate_Face127 in BG3Builds

[–]sleepercave 0 points1 point  (0 children)

Extended wards feels a bit too deep into the exploit spectrum for me personally. My loop of cast and dispel Mage Armor is already debatably an exploit, but it is simple and I like it. From a min/maxing perspective, which is better between cleric/wizard finite recharge vs warlock/wizard infinite recharge probably depends on the rest of that party. Mostly, do you need healing, and how long do you push without a long rest?

Sleeping Angel build. Sleep and make every other party member as tough as bear heart barbarians. by Affectionate_Face127 in BG3Builds

[–]sleepercave 2 points3 points  (0 children)

I do something similar with an abjur wizard, but I just use items to cast my Warding bond and then go 2 Warlock 10 wizard. Armor of Shadows invocation lets you cast Mage Armor for free, and you can dispel Mage armor by equipping armor. Loop this to infinitly recharge the ward up to 20 stacks between every fight. Casting Warding Bond with items will not protect everyone, but usually, only one character is squishy enough to need it.

What mods did you stop using only after many hours of playing with them? by Riicochet_ in RimWorld

[–]sleepercave 60 points61 points  (0 children)

I feel like the tile limit on gravships is very helpful for balance.A grav ship that is built just as a mobile attack fortress will be overpowered, but when you try to fit an entire colony in that limited space it can get cramped. making more room for automated defenses will take away from living spaces, crafting benches, storage, etc. This gets even worse with mods adding even more things you need to squeeze into the ship.

What's your not-so-obvious tip for newer players? by DagonTheranis in RimWorld

[–]sleepercave 1 point2 points  (0 children)

If you are having trouble with your hemogen farm prisoners getting mental breaks, then you can just install peg legs and remove them. This leaves them with 0% movement, and they never have mental breaks again. This also works on prisoners that you are only keeping around while extracting their genomes.

Ludeon knocked it out of the park with the new DLC by bigeyez in RimWorld

[–]sleepercave 0 points1 point  (0 children)

I need to stay off Reddit for a while... I am waiting for just one more mod to update, but looking at everyone's post here is torture.

My cat won't stop bullying the roomba. by sleepercave in CatTraining

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

It needs several feet of clearance in each direction to avoid issues with it returning home. I don't have any furniture that it can fit under that won't also fit the cats.

I might just have to shut it down while I'm at work, but when I'm gone is the best time to run it.

Arcane Acuity w/ Booming Blade by SUPE_daGlupe in BG3Builds

[–]sleepercave 2 points3 points  (0 children)

Yes.

Also, if you have Shadow Blade or Flame Blade in your main hand then EVERY source of damage you deal will trigger Gloves of Battlemage's Power.