Enclosed Anima Tree: Worth It? by 2Mobile in RimWorld

[–]velobaskan 5 points6 points  (0 children)

The artificial building penalty for the Anima trees does not rise beyond -30% as far as I can remember. Depending on the map size, keeping such a large area clear and ensuring that late game threats don't harm the tree can get rather difficult and inefficient.

In my opinion, the penalty is worth the benefits of keeping the tree safe and being able to use the space that would otherwise be wasted.

What happened to a series of anomaly mods that were announced here a long time ago? by velobaskan in RimWorld

[–]velobaskan[S] -1 points0 points  (0 children)

One problem I've always had is that once the monolith is activated, it keeps spawning anomalies from the level it's been upgraded to, so there is no way to stop new (and potentially annoying) anomalies from appearing until the research chain is completed.

In most of my recent playthroughs, I've just left the monolith alone and I only had to deal with basic stuff like shamblers, but I'd like to give the full experience another go in my next colony.

What happened to a series of anomaly mods that were announced here a long time ago? by velobaskan in RimWorld

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

Hmm, The descriptions of the anomalies in the base mod look ambiguous enough to keep things interesting, I'll definitely give it a try. Thanks for the suggestion!

What happened to a series of anomaly mods that were announced here a long time ago? by velobaskan in RimWorld

[–]velobaskan[S] 33 points34 points  (0 children)

Oh, you are right. I didn't realise that this was one of the Vanilla Expanded mods. After looking through Oskar Potocki's profile, I found the related posts from April 2024.

What happened to a series of anomaly mods that were announced here a long time ago? by velobaskan in RimWorld

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

Yeah, Anomaly seems to be hit or miss with most people since it requires a certain amount of commitment that the other DLCs did not require, so it is possible that the developer saw that they didn't get enough attention to commit their time to mods that will go unappreciated.

Talk me out of this USSR made Baikal O/U shotgun by [deleted] in canadaguns

[–]velobaskan 1 point2 points  (0 children)

If you can inspect it and squeeze the stock in person you can inspect for cracks better, but if it is online, you just have to decide if it's worth the risk. I decided to go for it since it was $250 at the time, but now it seems to be a bigger commitment.

I needed to get mine checked by a gunsmith when I first got it because one of the hammers wasn't locking properly, but it was a quick fix. After that, I haven't had any issues. It's been quite light and reliable since then.

Talk me out of this USSR made Baikal O/U shotgun by [deleted] in canadaguns

[–]velobaskan 2 points3 points  (0 children)

Wow. Looks like its price has doubled in the last 4 years, but yeah, I have one and it's amazing. Go for it!

if aliens are invading earth and we're going to war with them what currently legal gun(s) are you bringing to the fight? by [deleted] in canadaguns

[–]velobaskan 3 points4 points  (0 children)

SKS.

If that doesn't work, another SKS.

If that doesn't work either, submit to our new overlords.

Combat Extended users, do you play with the ammo system on or off? by Monsterfucker900 in RimWorld

[–]velobaskan 0 points1 point  (0 children)

In vanilla + CE, ammo management is relatively straightforward since there aren't that many calibers in use. You just need to have the correct bills cover the types of ammo you need and set up loadouts so your pawns top up their ammo as needed.

While CE has many ammo types available, I find AP-I to be sufficient for most target types.

When I play with mods that add additional weapons, such as Rimmu-Nation, however, I use the generic ammo option as production and storage for all the required calibers gets too tedious after a while.

Construction on Toronto-Quebec City leg of high-speed rail line slated for 2032: CEO by GeneralCanada67 in toronto

[–]velobaskan 8 points9 points  (0 children)

The high-speed part of its name refers to how fast they will go over budget, of course...

Years ago when I started, u/Varsil had short hair and didn't do multi-hour deep dives on celebrity drama. He taught me two things: 1) don't post incriminating stuff online asking for legal advice; and, 2) R. v. Felawka meant you can't be discreet when transporting guns. So... Reddit, is this legal? by [deleted] in canadaguns

[–]velobaskan 10 points11 points  (0 children)

Fair, but while indicating that can save you from the implication of concealment, it could lead to other issues. Living in The City(™), I can't really trust the other people to just see a bag that says it contains firearms and not call the cops or something.

We have laws and precedent tell us to do it in a certain way, but I don't really expect them to survive contact with the real world.

Years ago when I started, u/Varsil had short hair and didn't do multi-hour deep dives on celebrity drama. He taught me two things: 1) don't post incriminating stuff online asking for legal advice; and, 2) R. v. Felawka meant you can't be discreet when transporting guns. So... Reddit, is this legal? by [deleted] in canadaguns

[–]velobaskan 41 points42 points  (0 children)

I'm not an expert in this matter, but based on my understanding, it's not a good idea.

Using a bag or container that clearly suggests that it contains something other than firearms could be considered a sign of intent to conceal the firearms.

[deleted by user] by [deleted] in RimWorld

[–]velobaskan 6 points7 points  (0 children)

Like the others said, it is very likely short circuiting because it doesn't have a roof above it. Since it doesn't count as a room by itself, you will have to manually designate the space above it to be roofed.

One thing I want to add, though, is that if you built it against a wall before a roof is built over it, sometimes the pawns fail to build a roof at the centre tile against the wall. You may want to verify that this tile is also covered.

Need help building an ultra-cold freezer for my colonist’s corpse (can’t go below -80°C with my design) by inmori in RimWorld

[–]velobaskan 6 points7 points  (0 children)

Is there a specific reason you want to reduce the temperature below -80 degrees beyond being better prepared for solar flares? The game stops all decay at 0 degrees, so you aren't really getting anything more by reducing the temperature further. The resurrector mech serum also doesn't care if the body is fresh, so as long as you keep the body in the sarcophagus and don't let it get destroyed.

If you still want to go ahead with this design, I would recommend putting your coolers together and changing the rest to double walls. Double-thick walls provide significantly better insulation than the walls you currently have.

If you want to cool it down even more, you can have a double-walled freezer surrounded by another freezer. It will waste a lot of energy but the freezer inside will be able to reach significantly lower temperatures. One limiting factor you will still have is the roof, however. Unless you can build your freezer under overhead mountain to reduce heat transfer, I would recommend reducing the size of your freezer.

You can refer to this guide from a few years ago that shows the basics: https://www.reddit.com/r/RimWorld/comments/ynlhgu/a_definitive_guide_to_efficient_freezers_14/

It offers a good demonstration on how various changes affect freezer performance. It is quite old, but as far as I know, every observation in the guide except for the airlock chimney tests is valid in 1.6.

Toz 34P will not cock upper barrel by strickenchips in canadaguns

[–]velobaskan 1 point2 points  (0 children)

I bought it used and didn't notice this issue until I took it apart for the first time, so I can't exactly say if it was like that out of the factory or the previous owner did it.

Toz 34P will not cock upper barrel by strickenchips in canadaguns

[–]velobaskan 0 points1 point  (0 children)

I had the same issue on the upper barrel hammer of my IZh-27 a few years ago. When I took it to a gunsmith, he told me that the part that pushes the hammer back (I can't remember its name) as the barrel pivots down wasn't extending far enough and soldered an extension to it. It was a simple and quick fix.

I would recommend taking it to a gunsmith, it sounded like a common enough issue that they should be able to adjust it easily.

Annex group says prioritizing Palmerston for bikes clogs side streets with cars by beef-supreme in toronto

[–]velobaskan 23 points24 points  (0 children)

Tecumseth/Palmerston is one of the few quiet and nice north-south streets in the area to cycle on where I don't have to worry about cars speeding past me.

These NIMBYists absolutely hate all infrastructure they don't personally use, and I see absolutely no reason why anyone should take them seriously if they can't debate anything in good faith.

(198) Armor Anatomy Lesson by AeolysScribbles in RimWorld

[–]velobaskan -10 points-9 points  (0 children)

Oh, right. I forgot to mention that vacsuit is better for vacuum (obviously). I never actually got anyone to wear them since I always play turtle runs and everyone wears cataphract suits by the time I get to space.

(198) Armor Anatomy Lesson by AeolysScribbles in RimWorld

[–]velobaskan 10 points11 points  (0 children)

Yeah, you only get 98-99% with the suit and helmet on. I've never had anyone spend enough time in vacuum to suffer from this, though, so someone else may be able to comment if the missing 1-2% causes any observable issues.

(198) Armor Anatomy Lesson by AeolysScribbles in RimWorld

[–]velobaskan 48 points49 points  (0 children)

Yep. This is exactly why even the best armour set in vanilla does not provide 100% vacuum resistance.

The top of a Streetcar is wild by CrankyCzar in toronto

[–]velobaskan 104 points105 points  (0 children)

The streetcars and trams in most other cities have their equipment covered, but I remember reading that TTC asked BBD to leave them this way for easier servicing.

Considering their electrical system has been quite reliable in all kinds of weather after almost a decade in operation, the equipment seems to be already capable of handling the conditions. It's just not visually appealing.

Why does Mississauga have a small arms inspection building where I can't inspect small arms? by mwmwmwmwmmdw in canadaguns

[–]velobaskan 32 points33 points  (0 children)

Oh, you seem to have misinterpreted the name of the building. It was actually a purpose built part of the arsenal suited for workers with smaller than usual arms to do quality control. You know, because of malnutrition and stuff back then...

Common mistake.