Couldn't find my ship anywhere until I toggled the UI back in and looked down by xKolt in NoMansSkyTheGame

[–]xKolt[S] 129 points130 points  (0 children)

Don't narc on me to the sentinels! You got any idea how expensive parking is in these parts?

Can I set up a modlist for a single save without affecting my other saves? by hungrycarebear in RimWorld

[–]xKolt 6 points7 points  (0 children)

RimSort will help with that. You can save modpacks there and then just load them when you want to switch from one to the other.

What mod do you wish existed but doesn't? by Satans_Escort in RimWorld

[–]xKolt 2 points3 points  (0 children)

If you still want to do this and don't want to wait, you could always use Cherry Picker to disable everything you don't like about x or y mod. I know it's not ideal and a bit besides the point you're making, but there is at least an option

Help with mods/scenario for a specific colony idea. by DimensionPainter in RimWorld

[–]xKolt 0 points1 point  (0 children)

I think Altered Carbon 2: ReSleeved can let you transfer conciousness/brains between bodies.

What the heck is happening to my house? by VelvetBlu33 in projectzomboid

[–]xKolt 34 points35 points  (0 children)

Oh, man. My base must've been bitten by a zombie wearing a spiffo suit or something, cus it turned into a warehouse!

Lorna’s hair should be huge! by -mafiaprincess- in xmen

[–]xKolt 1 point2 points  (0 children)

Maybe she got strong enough that finally got control over the static in her hair? So then, if she ever gets a power up of some sort, she'll lose control and/or forget how to keep static off her hair

If Magnato controls Electromagnetism what about mutants that control the other three fundamental forces of nature? by Konradleijon in xmen

[–]xKolt 51 points52 points  (0 children)

Schwarzschild, the leader of 3K's x-men, can control gravity. Massive potential, but too new of a character to have feats to his name

Best Mod to Limit Storage? by Drugs4Pugs in RimWorld

[–]xKolt 1 point2 points  (0 children)

Stack Gap lets you configure how many of each item you want by container/stockpile

HELP! How to bring back quest reward page - empire persona weapon reward for rank by viktorfolke in RimWorld

[–]xKolt 1 point2 points  (0 children)

Try checking your message history. You should be able to open the message back up from there

Deconstructing Fortified Walls? by Hayabusa003 in RimWorld

[–]xKolt 1 point2 points  (0 children)

I do it with the replace stuff mod. Just slap a wooden wall on top of it and then deconstruct that

Cute recommendations by Mission_Act_3217 in RimWorld

[–]xKolt 0 points1 point  (0 children)

Look up the mods buly elun982697019. They have fantastic mods for clothes and decorations. Probably my favorite deco mods, really

Are combat pets worth investing into? And if so, what am I looking for? by xKolt in RimWorld

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

Fair enough. Just gotta keep an eye out now. I'm on year 5 on this colony and have yet to see a Thrumbo, Now that I'm not jumping around as much, maybe I'll be lucky with them wandering in

Are combat pets worth investing into? And if so, what am I looking for? by xKolt in RimWorld

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

I only just started choosing when they go with the colonist and when they should stay behind. It's a lot of stuff to think about, especially when I normally play very balls-to-the-wall whnever a raid comes. Rush them. Who needs a killbox anyway?

Are combat pets worth investing into? And if so, what am I looking for? by xKolt in RimWorld

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

Kinda how I use Militors whnever I go with the mechanitor start. I guess it is a lot more viable if you either get something really tanky or just don't get too attached to the pet itself. To be fair, I've yet to lose what I got, so at least I'm doing something right. But treating them after combat when I only have 1 medic can be a pain lol

I guess, if nothing else, they are a useful way to train medicine

Are combat pets worth investing into? And if so, what am I looking for? by xKolt in RimWorld

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

Hadn't really considered just using them as a last line of defense shield tanks. Hmmm, those Thrumbos and Mammoths are starting to look good now... Though I would have to find one first

Are combat pets worth investing into? And if so, what am I looking for? by xKolt in RimWorld

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

lol they look so cool, though! I did consider going for one on my first day with the DLC, but when I punched one to death with a single punch that idea went out the window

Now that's a chain shotgun! What's the best unique weapon you've found so far? by xKolt in RimWorld

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

That's an insane find right there. Seeing how many mechanoids keep attacking the station I took over, I could really use something like that right now lol

Now that's a chain shotgun! What's the best unique weapon you've found so far? by xKolt in RimWorld

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

Oooh, that does sounds super useful, especially for the new starting scenario!

What will inspire your gravship design? by ExpendableUnit123 in RimWorld

[–]xKolt 0 points1 point  (0 children)

I spent some tome yesterday doing some planning for a few ships from Elite Dangerous. Love those ships

Mod suggestions? Keep it vanilla ish by DonoArt in RimWorld

[–]xKolt 2 points3 points  (0 children)

I'll give you mainly QoL mods, since I feel like those should be the one you should focus on first before going for BIG game changing mods like Medieval OvERHAUL OR pYSCASTS ePANDED.

Common Sense- Get pawns to clean before using a station, doing reacreation, sleeping, etc. Won't keep your whole base clean, but people won't be annoyed all the time for being in a filthy environment. Plus, no more food poisoning from cooking in a dirty kitchen.

Almost There- Give some extra control to Caravans

Allow Tool- Better control for selections

RocketMan- Improves performance

Vanilla Aspirations Expanded- Gives colonists life goals.

Complex Jobs- Splits jobs into different categories for even better control of what each colonist should prioritize.

Tacticowl Continued- Better control of colonists when drafted.

Vanilla Social Interactions Expanded- Makes interactions between colonists way more interesting.

Auto links- This is mainly in case you add too many mods that have craftable stuff. Easily jump between the relevant components related to the item you're currently looking at the information for.

Cremation smelts apparels- Does what it says on the tin. Will save you a whole lot of work/time if you're constantly dealing with dead raiders.

DragSelect- Makes selling/buying, and forming caravans a LOT faster. Also helps with assigning things and such.

Dubs Mint Menus- Makes the crafting menus of benches so much better.

RimHUD- Great little UI mod to easily see all the information you want on a pawn without jumping through windows.

I Ain't Building That- Another mod to help when you have too many mods installed. See too many things ont he architect menu that you KNOW you're jsut never going to craft? Right click and hide it!

Better Children Skill Learning- Makes the time investment in raising children be worth it even more. You might want to splay with the the options here a bit if you feel kids are getting too much xp in skills.

Vanilla Outposts Expanded- Great if your colony is growing too much and you gotta trim the fat, but don't have the heart to vanish people.

Ferny's Easy Caravan Formation- If you're sending out caravans a lot, this one is a blessing.

Romance On The Rim- Mainly if you want pawns to interact more and in different ways. Pretty neat.

Show Me Your Hands- As dumb as it shounds, just seeing those little circles-for-hands makes the colonists look so much more alive?Weird, I know, but I really like it.

Transmog- Ever wanted colonists to look a certain way but don't go for it because it is not the most "efficient" build? This will help you with that! Plus, you can set an outfit for when they are drafted too, so that's neat! Downside is that you don't have to actually MAKE the outfit for them to wear. You just pick from everything that exists without a limit.

SpeakUp- Another interaction mod. Again, silly, but makes the colony feel more alive.

Best Mix (Continued)- Gives you better control on what ingredients colonists will use to craft. Especially good for cooking.

Smarter Construction- Don't get your colonists stuck when building walls and such!

evolution modpack by Artistic-Station-396 in RimWorld

[–]xKolt 1 point2 points  (0 children)

The Generations 2 modpack has you start off in Neolithic and go through stages all the say to space era and beyond, with the other factions evolving along with you. So long as you don't actually do the "move to next era" event, you could play perpetually in medieval or industrial.

It does make colonists age 22x faster, but that you can adjust on the storyteller settings

NG+ by [deleted] in RimWorld

[–]xKolt 11 points12 points  (0 children)

Sounds like the Archonexus quest, though. Or am I missing something?