- Joined
- Aug 23, 2022
Since I run mods, I wonder if I can use Rip and Tear on the doomball...Get yourself a mechanitor. The war queen can keep a nociosphere busy for the duration of its rampage, and sometimes even kill it for you.
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Since I run mods, I wonder if I can use Rip and Tear on the doomball...Get yourself a mechanitor. The war queen can keep a nociosphere busy for the duration of its rampage, and sometimes even kill it for you.
It bounces around and basically instantly downs non-Hussar/Sanguophage pawns (those take two hits before going down), so good luck. Really just summon a war queen when you get the destabilisation message and let her handle the pain ball for you.Since I run mods, I wonder if I can use Rip and Tear on the doomball...
Summon shamblers also works pretty well if you have good ritual quality. You can also cheese it by building a gay baby jail (tm) for it. Sphere can teleport 20 tiles so a 1x1 space 21+ deep into a mountain is safe. Just make sure everythig is walled upIt bounces around and basically instantly downs non-Hussar/Sanguophage pawns (those take two hits before going down), so good luck. Really just summon a war queen when you get the destabilisation message and let her handle the pain ball for you.
Doesn’t it need a 2x2 spot to teleport to? AFAIK it’s the only creature in the game with a 2x2 hitbox rather than a 1x1.Summon shamblers also works pretty well if you have good ritual quality. You can also cheese it by building a gay baby jail (tm) for it. Sphere can teleport 20 tiles so a 1x1 space 21+ deep into a mountain is safe. Just make sure everythig is walled up
Yeah animals are "yeah okay you can haul I guess" but their main role has always been emotional support. Or if you tamed a thrumbo, meatshield.I forgot how useless animals are at hauling, I bought two huskies for hauling on my tundra run to grab all the steel I had mined at the edges of the map, instead they just wander around the base and haul away building material when a pawn is trying to construct something. They are very cute though![]()
You're in luck; there are mods that range from letting them gradually expire to negating the launch site BS outright.Does anyone know a mod that sorts this out? Preferably without just turning the whole feature off.
I think the purpose of the feature is to prevent you from farming the same tile over and over again for loot, so maybe leaving the tile should just remove most of the point of interest attributes?
I like the one that goes the other way and launching obliterates the map with fire.You're in luck; there are mods that range from letting them gradually expire to negating the launch site BS outright.
Oh yeah, that one's a fucking hilarious concept.
It's so much junk that isn't even vanilla. The random stuff they add seems desperate to fill every possible void of content with no thought to how it fits into gameplay.Vanilla Expanded mods are the definition of pure bloat, I don't know why redditards keep recommending them. Some modules are good, but ones like the cooking or animal ones have so much unnecessary shit in them it's silly.
With the psycasts, Im certain there could be a way to implement it without my guys becoming Gods by year 3. But I could never find a way to do it.It looks to me like most of it is just designed to be strictly superior versions of vanilla stuff. I do have some parts of it, namely the chemfuel expansion (because the pipe network and storage tanks are nice for biofuelled gravships) and sometimes the nutrient paste thing (because the small paste dispensers are much more convenient to fit into prison cells). But then there’s stuff like psycasts and combat overhauled where it’s just plain overpowered, or farming, where it’s just bloat.
It really does seem like a 'content for the sake of content' sort of deal, like the mod devs are very bored and are implementing everything that's been thrown at the wall. As for the name, the cope I've seen is it started out as a vanilla plus sort of thing, but gradually got more and more expanded/bloated but the name was 'stuck' and that's why they never changed it...when yes, they could have easily just changed the name.It's so much junk that isn't even vanilla. The random stuff they add seems desperate to fill every possible void of content with no thought to how it fits into gameplay.
I have always meant to try out their chemfuel module, same with Rimefeller, but I usually stick with my Rimatomics cause nuclear autism. At the moment I currently am using the non-lethal weapons module which I do like as a slave/prison colony where the slaves outnumber the actual colonists, last uprising I had resulted in my power armored guards caving the slaves heads in, so it's nice to be able to taze them.It looks to me like most of it is just designed to be strictly superior versions of vanilla stuff. I do have some parts of it, namely the chemfuel expansion (because the pipe network and storage tanks are nice for biofuelled gravships) and sometimes the nutrient paste thing (because the small paste dispensers are much more convenient to fit into prison cells). But then there’s stuff like psycasts and combat overhauled where it’s just plain overpowered, or farming, where it’s just bloat.
There's another mod("Vanilla Psycast Expanded - Biotech Integration") that ties each psycast tree to a gene and distributes them to appropriate xenotypes. I used that and turned xp gain down very low in VPE's settings, and it did a pretty good job keeping things sane.With the psycasts, Im certain there could be a way to implement it without my guys becoming Gods by year 3. But I could never find a way to do it.
Make the psycasts more expensive or discard the trees for psytrainers. I think on one run, I just made up my own rules on how I gain access to the spells, just to make it interesting.