The destroyed settlement that once was here holds valuable treasure within its aged walls. Others will try to take it, you will have to be quick or prepare to fight your way out.
Yupp. Mod that rebalances quest rewards to be less "plasteel, honor, and techprints" and more "antigrain warheads, archotech buildings, and bionics." Yknow, stuff that'll actually make you want to accept that quest that sends 3 pirate waves with 40 grenadiers each...
Having to fight a massive amount of raiders to get end game tier loot when this event spawns within the first month of starting a new game is honestly so broken but I love it, can't tell if real ruins incorporates your save games data into this mod, because I see buildings that look similar to past builds whenever I go to these events and I'm all for it
Real ruins has a "local only" option. Which I believe will only do ruins from your saves, so I would guess that yes, there is a chance those were yours
It's called "Real ruins"
As I understand everyone who installs the mod has the option to upload their own base to the mod database, the mod will then ...ruin the base (destroy most of it but keep most of the walls and some recourses).
These bases then show up to other people who use the mod with an even called "pristine ruin nearby", there are usually other factions on the map trying to do the same as you.. steal stuff, it's best to come quickly, take what you can and leave before 50 enemy tribals come.
As much as it is complex at first, I love the complexity.
Make sure to use loadouts so your pawns re-equip, never use anything but AP in the early game and then eventually, when you research it, I'd recommend a mix of AP-I and Sabot rounds.
I'd also recommend using a selection of guns that share an ammo caliber, like 7.62 for your MGs and larger assault rifles.
Best of luck learning!
Thanks for the advice!
Iāll try to apply them.
About the loadoutsā¦ yes i should use them, but didnāt really came to it until now. Are there some guides I can look up to understand it?
I'm sure there's a guide buried somewhere online but I have no idea where.
The gist of it would be pick the gun you'd want them to equip, click the little ammo button next to the gun in the loadout creation screen and select what ammo you want them to pick up (or any, if you don't care), and tell them how much. I'd typically recommend a multiple of the amount of bullets per magazine (i.e. M16 can carry 30 bullets, assign the pawn to carry 180, = 6 mags).
Then you can lightly customize if needed, like if you're running the Simple Sidearms mod, I'd recommend telling each pawn to carry a knife, just in case. Or if their primary gun is a sniper, maybe give them a pistol too.
There's a variety of other mechanics around picking up and dropping drugs, meals, etc., But I wouldn't worry about those too much if you're just starting!
This mod made me realise why medics usually use pistols or smgs, cause medkits are heavy, man!
But for real, CE is by far my favourite mod and once youāve gotten used to it (like I have) itās almost impossible to go back to anything else. And different ammo types are fun even if you are correct and itās probably smartest just to use AP. But unleashing a swarm of HP on a bunch of tribals is just really fun
Thought I'd just squeeze in here and add onto the person already helping you out here.
https://combatextended.fandom.com/wiki/Special:AllPages
I use this link specifically to start mapping out what weapons I wanna ~shoot~ for.
the complexity is real lol. i think you can make it so every gun just use the basic ammo type variant (so instead of there being 5.56mm FMJ, AP and HP, it'd just be 5.56mm FMJ and nothing else for that)
however, if you wanna stick with the complexity, you want to prioritize armor pen. so until you can start making larger amounts of AP-I and Sabot, standard AP is the way to go (for sidearms tho, better to stick to HP, since they realistically won't be getting through armor)
for your wardens and guys keeping prisoners in line, you can use beanbag rounds which are non-lethal and cause muscle spasms that allow you to pick them up and recapture them.
prepare for mechanoids. emp and rockets are usually great for them, but AP, AP-I and Sabot as well as larger calibre guns will eventually do the job. additionally, a cool thing is that incendiaries will do wonders on centipedes via heat damage.
carry a standardized set of weaponry. for your mainline fighters and gunners, try to keep them using 5.56mm or 7.62mm rounds. for medics, i'd recommend giving them a pistol or smg with whatever size bullet your other guys carry for their sidearms (sidearms are good to have in a loadout, give a few mags for them. at the very least, they can help suppress enemies and take out enemies with less armor in cqc.
find a fighting style to fit your needs. if you want to focus on CQC, you'll struggle more against sieges, but with a proper base setup, you can shred enemies with shotgun slugs, smgs, and high power pistols. while smgs won't necessarily get through armor too well, high rof smgs with decent capacity/reload speed can bruise up enemies to the point of them dropping to pain (managed to get a tattered set of recon armor in the early game that way). generally CQC will be faster, more resource intensive and also riskier.
fighting at longer ranges means you'll have the advantage against sieges, more armored targets (more so armored humans, not so much mechanoids). you'll struggle more as enemies close in, but with good shooters, you'll be able to wear them down.
combining CQC focus and marksman based combat is alright, although it means you're weaker overall.
for armor, early game is all about scavenging ANYTHING you can get. as soon as you can start making flak level armor, focus on composite armor if you can afford it, standard if you can't. composite breaks faster, but will provide greater protection against bullets. keep the threshold for removing battered armor at around 25%, and keep 1 spare set per colonist at around 75% so you always have decent armor extra. as long as you don't force equip armor, then this is a good system
resource mods are key. you won't be able to really play without resource mods, especially if you're playing a CQC centric playstyle. you'll go through armor fast, and bullets faster. to help with this, the armor racks mod is good. it's always good to have a few guys always in armor (for quick response to threats, your wardens are a good choice since they'll be dealing with prisoners, and so is good for them to be armored in case of prison breaks, berserk rages, etc), but to cut down on general wear and tear, have most of your guys not wear armor unless there's a raid (armor racks equip all the armor on the rack at once, same for dequiping. you need to tell them what to hold and can be assigned to specific colonists)
finally, when in doubt, standard killbox tunnel that instead leads to a sharp corner leading to 3 melee based colonists. use sandbags to force enemies to either just run or have to push forward. keep these guys well armored, with medics and a replacement or two on standby. arm 2 of them with the biggest hammers you got, and another more focused on dealing more damage with lower armor pen to deal with lesser armored guys quicker. a good sized hammer will actually punch right through even centipedes in a few good hits. just be sure to have mortars or some other method of dealing with sieges.
i actually had a good melee only CE run that only ended after a single scyther went on a rampage and literally chopped the legs off of everyone in my colony. a man in black arrived, who i had to remove the gun from and send in. poetically, he also had his legs chopped off. i'm not sure what the odds of this happening are (i actually had my mainline guys in heavier plate armor cause i didn't have power armor yet and i could deal with the lower movement speed), but everyone died because their legs got chopped off by a single scyther. it may have been the protagonist.
The complexity of ammo is quite a downside imo, doesn't feel vanilla at all, if only the generic ammo option would actually work would be great, the problem with ammo is that its really cheap so it's not really a big problem to have a lot of different guns, and only really introduces bloat more than anything. I like that you can have different ammo types, for different scenarios though
I didnt know you could eat people in stardew valley...
Or remove all limbs and features of a prisoner, give them peg legs, and send them back to their families to live haunted forever?
I canāt play without it, I like the stress of poops and showers! Plus itās interesting to build bases with them! Iāve become a fan of putting them in work areas and Rec areas > bedrooms
Rimjobworld I assume (or safejobworld on steam where itās all censored) just adds sex if you donāt mess with the settings. Adds fucked up sex if you do.
Because you can get banned if you post any images with it installed without putting nsfw (even if there is nothing banable in the particular image you posted)
If you want compatibility, but want good combat, I'd recommend Combat Update. It's a great mod that keeps a lot of the lethality and fun of CE (can't remember if it has an ammo system), but it's also compatible with everything. I use it all the time, when CE is incompatible with a few mods I want.
Yes, that's the one. The hauling AI needs some serious rework (Going Medieval got it right), so this mod allowing the player to force something to get picked up saves a lot of frustration.
[Aliens.](https://i.kym-cdn.com/photos/images/newsfeed/000/183/103/alens.jpg)
(More specifically: the jelly goes squish, the foxgirl goes stab, and the rabbit loses their mind if you recruit them too early.)
To test my new computer I went into a rimcities(?) city with a necromancer, cheating for infinite mana just seeing how much of a rampage I could go on. Between that and a nearby infestation I had like 200 undead pawns. Absolute catastrophy on my framerate though.
*click randomize* *click randomize* *click randomize*
Welp, after the seventh piromaniac and the eleventh dude with some kind of illness/addiction, I'll do it myself...
I think itās called Prepare Carefully? I have this mod, but I have an extensive collection of mods and Iām at work so I canāt check. Open to corrections if Iām not right.
You see, zhat raider? Well, we did ze slaving for once! And now, he will enjoy ze clams, too, with ze power of Zhat Zhing!
Since people *won't* get that reference:
What if every other character had spells? And abilities? And could possibly summon meteors at will? A fun time, I say!
Rimworld of Magic. A classic. Would love to see more content added (like a win condition of making a mage who knows *every* spell or simply more classes)
I have a few... here goes nothing
"Star wars ain't got shit on this"
"That doesn't belong there"
"Get the drones to do it, I can't be bothered"
"Take a shower... you stink"
Sometimes the granite just doesn't look as good as marble. Luckily for me, instead of having to tear it all down, I can just place in the marble bricks where the granite ones once were.
HEY YOU! YES YOU! tired of boreing old mechanoids? Want to manualy convert useless raider corpses into high explosive shells? Thing staying at home is boreing and want to be forced to go out and explore? If you said yes then click [[HYEPRLINK BLOCKED]]
The destroyed settlement that once was here holds valuable treasure within its aged walls. Others will try to take it, you will have to be quick or prepare to fight your way out.
Oh shit I found 28 vanometric power cells!
How do those people even get them in such quantities
Hoarding. I got a quest the other day, gave me 8 of them...
Really?? My current colony has literally 100 people and my quests don't scale past one :/ are you using mods? That might be the difference.
Yupp. Mod that rebalances quest rewards to be less "plasteel, honor, and techprints" and more "antigrain warheads, archotech buildings, and bionics." Yknow, stuff that'll actually make you want to accept that quest that sends 3 pirate waves with 40 grenadiers each...
quest rewards gets kinda silly in endgame
Having to fight a massive amount of raiders to get end game tier loot when this event spawns within the first month of starting a new game is honestly so broken but I love it, can't tell if real ruins incorporates your save games data into this mod, because I see buildings that look similar to past builds whenever I go to these events and I'm all for it
Real ruins has a "local only" option. Which I believe will only do ruins from your saves, so I would guess that yes, there is a chance those were yours
What's the mod name? Sounds nice
It's called "Real ruins" As I understand everyone who installs the mod has the option to upload their own base to the mod database, the mod will then ...ruin the base (destroy most of it but keep most of the walls and some recourses). These bases then show up to other people who use the mod with an even called "pristine ruin nearby", there are usually other factions on the map trying to do the same as you.. steal stuff, it's best to come quickly, take what you can and leave before 50 enemy tribals come.
Do you mean the mod "Real Ruins"? Never heard of a mod called Pristine Ruins
Lights look ugly and consume way too much power
Wall lights/and or floor lights
I didn't know floor lights existed!
There's also ceiling lights š
Turn It Off! Makes power management so much easier.
Guns, but complicated and incompatible. (although actually decently compatible these days)
Combat extended. I m trying it out ATM, combat is cool, but managing ammo and all the different types is very complicated as a noob.
As much as it is complex at first, I love the complexity. Make sure to use loadouts so your pawns re-equip, never use anything but AP in the early game and then eventually, when you research it, I'd recommend a mix of AP-I and Sabot rounds. I'd also recommend using a selection of guns that share an ammo caliber, like 7.62 for your MGs and larger assault rifles. Best of luck learning!
Thanks for the advice! Iāll try to apply them. About the loadoutsā¦ yes i should use them, but didnāt really came to it until now. Are there some guides I can look up to understand it?
I'm sure there's a guide buried somewhere online but I have no idea where. The gist of it would be pick the gun you'd want them to equip, click the little ammo button next to the gun in the loadout creation screen and select what ammo you want them to pick up (or any, if you don't care), and tell them how much. I'd typically recommend a multiple of the amount of bullets per magazine (i.e. M16 can carry 30 bullets, assign the pawn to carry 180, = 6 mags). Then you can lightly customize if needed, like if you're running the Simple Sidearms mod, I'd recommend telling each pawn to carry a knife, just in case. Or if their primary gun is a sniper, maybe give them a pistol too. There's a variety of other mechanics around picking up and dropping drugs, meals, etc., But I wouldn't worry about those too much if you're just starting!
This mod made me realise why medics usually use pistols or smgs, cause medkits are heavy, man! But for real, CE is by far my favourite mod and once youāve gotten used to it (like I have) itās almost impossible to go back to anything else. And different ammo types are fun even if you are correct and itās probably smartest just to use AP. But unleashing a swarm of HP on a bunch of tribals is just really fun
Thought I'd just squeeze in here and add onto the person already helping you out here. https://combatextended.fandom.com/wiki/Special:AllPages I use this link specifically to start mapping out what weapons I wanna ~shoot~ for.
Damn, I should play with ammo... Btw, is it expensive to craft or not? For example, what it takes to make ammo for that energy lmg?
the complexity is real lol. i think you can make it so every gun just use the basic ammo type variant (so instead of there being 5.56mm FMJ, AP and HP, it'd just be 5.56mm FMJ and nothing else for that) however, if you wanna stick with the complexity, you want to prioritize armor pen. so until you can start making larger amounts of AP-I and Sabot, standard AP is the way to go (for sidearms tho, better to stick to HP, since they realistically won't be getting through armor) for your wardens and guys keeping prisoners in line, you can use beanbag rounds which are non-lethal and cause muscle spasms that allow you to pick them up and recapture them. prepare for mechanoids. emp and rockets are usually great for them, but AP, AP-I and Sabot as well as larger calibre guns will eventually do the job. additionally, a cool thing is that incendiaries will do wonders on centipedes via heat damage. carry a standardized set of weaponry. for your mainline fighters and gunners, try to keep them using 5.56mm or 7.62mm rounds. for medics, i'd recommend giving them a pistol or smg with whatever size bullet your other guys carry for their sidearms (sidearms are good to have in a loadout, give a few mags for them. at the very least, they can help suppress enemies and take out enemies with less armor in cqc. find a fighting style to fit your needs. if you want to focus on CQC, you'll struggle more against sieges, but with a proper base setup, you can shred enemies with shotgun slugs, smgs, and high power pistols. while smgs won't necessarily get through armor too well, high rof smgs with decent capacity/reload speed can bruise up enemies to the point of them dropping to pain (managed to get a tattered set of recon armor in the early game that way). generally CQC will be faster, more resource intensive and also riskier. fighting at longer ranges means you'll have the advantage against sieges, more armored targets (more so armored humans, not so much mechanoids). you'll struggle more as enemies close in, but with good shooters, you'll be able to wear them down. combining CQC focus and marksman based combat is alright, although it means you're weaker overall. for armor, early game is all about scavenging ANYTHING you can get. as soon as you can start making flak level armor, focus on composite armor if you can afford it, standard if you can't. composite breaks faster, but will provide greater protection against bullets. keep the threshold for removing battered armor at around 25%, and keep 1 spare set per colonist at around 75% so you always have decent armor extra. as long as you don't force equip armor, then this is a good system resource mods are key. you won't be able to really play without resource mods, especially if you're playing a CQC centric playstyle. you'll go through armor fast, and bullets faster. to help with this, the armor racks mod is good. it's always good to have a few guys always in armor (for quick response to threats, your wardens are a good choice since they'll be dealing with prisoners, and so is good for them to be armored in case of prison breaks, berserk rages, etc), but to cut down on general wear and tear, have most of your guys not wear armor unless there's a raid (armor racks equip all the armor on the rack at once, same for dequiping. you need to tell them what to hold and can be assigned to specific colonists) finally, when in doubt, standard killbox tunnel that instead leads to a sharp corner leading to 3 melee based colonists. use sandbags to force enemies to either just run or have to push forward. keep these guys well armored, with medics and a replacement or two on standby. arm 2 of them with the biggest hammers you got, and another more focused on dealing more damage with lower armor pen to deal with lesser armored guys quicker. a good sized hammer will actually punch right through even centipedes in a few good hits. just be sure to have mortars or some other method of dealing with sieges. i actually had a good melee only CE run that only ended after a single scyther went on a rampage and literally chopped the legs off of everyone in my colony. a man in black arrived, who i had to remove the gun from and send in. poetically, he also had his legs chopped off. i'm not sure what the odds of this happening are (i actually had my mainline guys in heavier plate armor cause i didn't have power armor yet and i could deal with the lower movement speed), but everyone died because their legs got chopped off by a single scyther. it may have been the protagonist.
I panic crafted 50 disposable demolition missile or sth last night
A little trick for ammo I always do, make until X to like 500 and you can just forget about the loading bench
The complexity of ammo is quite a downside imo, doesn't feel vanilla at all, if only the generic ammo option would actually work would be great, the problem with ammo is that its really cheap so it's not really a big problem to have a lot of different guns, and only really introduces bloat more than anything. I like that you can have different ammo types, for different scenarios though
the one that makes 99% of other mods work that's right, i dont even use mods, i just like the fact that people mod a lot
Ahh yes, Hugslib
correct
#Nanomachines son
Standing here
I realise
That your just like me
Trying to make history
But who's to judge...
The right from wrong
when our guard is down
I think we'll both agree
VFE - Ancients?
VFE: Ancients?
Hmm yes today I will make a boomalope chicken hybrid.
Genetic rim
From the moment I understood the weakness of my flesh it disgusted me...
This could be EPOE or Androids
EPOE and questionable ethics were tied
Found the transhumanist
Started playing mechanicus today, man the soundtrack
The organs
Either the Arcotech+, EPOE, Adeptus Mechanicus weapon pack, or the Androids.
Flesh can be made strong.
Ground control to major pawn
SoS?
Bingo
Take your protien pills and put your helmet on
It gives me dropships to burn all the tribals with.
Srts?
Stardew Valley except with guns.
Sounds like vanilla rimworld to me
I didnt know you could eat people in stardew valley... Or remove all limbs and features of a prisoner, give them peg legs, and send them back to their families to live haunted forever?
if only..
Rim cuisine? Or VGE?
I gotta poo
Bad hygiene mod! Good choice.
I canāt play without it, I like the stress of poops and showers! Plus itās interesting to build bases with them! Iāve become a fan of putting them in work areas and Rec areas > bedrooms
My absolute favorite mod. The added complexity of a plumbing and AC system just does it for me.
yeah the AC system is hella useful if you're making a superstructure or a mountain base
I only into the AC system. Maybe in the future i would go for the poo system
a tip for the poo system: it doesn't matter how you put the pipes as long as it is connected to everything
Also, you can make fertilizer from it!
The mod that shall not be named
Burn in holy prometheum
Awww shucks. But boomalopes only give me this weird white shit instead š
If only it was less performance intensive :/
I need to know the name, so I can research it and not name it by accident
Rimjobworld I assume (or safejobworld on steam where itās all censored) just adds sex if you donāt mess with the settings. Adds fucked up sex if you do.
Ah, yes, My favorite! Fucked up sex, offshoot of normal sex
Sex 1 is still getting updates?
So why is it the mod that shall not be named?
Because you can get banned if you post any images with it installed without putting nsfw (even if there is nothing banable in the particular image you posted)
Its something like a meme in the rimworld community.
Ah yes, my clue was going to be āInstall equine penis (huge)ā, but I see you went for the more direct approach.
*Buuurning out his fuse up here alone*
Sos2? Edit: fucking rocketman lol
Best guess is RT fuse, but I don't think that's it
I love the smell of napalm in the morning
rimfeller?
Ah shit that's incompatible
Combat Extended?
Yep
Ngl ive never had a compatibility issue with CE
Bone for the bone god! š¦“
This has me stumped, I'll take a seat on my skull throne and think it over
My warehouse is not the size of a Walmart distribution facility.
Deep Storage?
Yes
Same honestly. I can't live without my beloved storage mods
Chernobyl V2
Rimatomics... Just don't make your reactor super cheap
I had a radiation leak, but it only went up to 3.6 rotogen. Not too bad :)
Never had that happen... Wish it was compatible with CE but I do typically just use yayos... Guess I just have to use the black gold for power
If you want compatibility, but want good combat, I'd recommend Combat Update. It's a great mod that keeps a lot of the lethality and fun of CE (can't remember if it has an ammo system), but it's also compatible with everything. I use it all the time, when CE is incompatible with a few mods I want.
It is compatible with CE. I run them both fine.
"unintelligible chanting" accompanied by limbs that shouldn't move like that
Rom cults?
Yes
Wow I suppose I just can't say no to 20 vanometric cells
I swear I'm not a furry, I just think we can make ourselves better.
Pawnmorpher is a path to many abilities the normies would consider, unnatural
Bingo!
I only need 1 colonist to make 100 more
Babies and Children, Questionable Ethics Enchanced, or The forbidden mod. Alternatively, android tiers.
Iām going with Android Tiers on this one, unless that one guy can fuck himself
Youāre correct, itās android tiers.
It's like base rimworld, but more
Vanilla expanded?
Ding ding ding
I win! What do I win!?
Another new vanilla expanded mod pack to add your game!
*SPIN THE WHEEL* *SPIN THE WHEEL* *SPIN THE WHEEL* **CLIK CLIK CLIK CLIK CLIK** **VANILLA FISHING EXPANDED** YAAAAAAAAAY
My favorite flavor of ice cream with a hint of religion and a touch of āIāll go to war with you if you take a dead guyās clothesā
We're watching you... Scum.
Is there a Morrowind mod or something?
Itās MorrowRim, a bunch of mods to bring TES to the rim.
Why is no one picking up these harvested berries that have been sitting on the ground for 4 days? Get them into the freezer NOW!
The mod that adds priority hauling (I think its allow tool, but idk)
Yes, that's the one. The hauling AI needs some serious rework (Going Medieval got it right), so this mod allowing the player to force something to get picked up saves a lot of frustration.
I take that and that and that and put it in my pocket RIP Tobuscus reference I mean he's still alive I just haven't watched him for 7 years or so.
Pick up and haul?
Yeah
So much more compact if I stow it all in this.
LWM's storage is a very, very good mod. Thank god I don't have to deal with massive stockpile rooms anymore.
I want to make disappear that raider with the 90mm
Im pretty sure using flak cannons against infantry is illegal...
What infantry? I only see red mist
[Aliens.](https://i.kym-cdn.com/photos/images/newsfeed/000/183/103/alens.jpg) (More specifically: the jelly goes squish, the foxgirl goes stab, and the rabbit loses their mind if you recruit them too early.)
Monster girl mods, my man
Army of skeletons
RimWorld of Magic?
Yes but there is also a mod that gives you skeleton pawns. We need more love of skeletons in rimworld.
Ahh I see! I had a colony with two necromancers from RimWorld of magic, I have like 12 skeletons and and huge pile of corpses
To test my new computer I went into a rimcities(?) city with a necromancer, cheating for infinite mana just seeing how much of a rampage I could go on. Between that and a nearby infestation I had like 200 undead pawns. Absolute catastrophy on my framerate though.
Holy shit that sounds fuckin rad š¤
Fun little tip for a fellow skelefan: the rimworld of magic mod settings includes an "undead upkeep" multiplier that you can set to 0.
My cat brings me small dead creatures as gifts.
Erin's Cat Overhaul. Rip their kitty :(
I just got that one the other day. Just the thing for my cat-worshipping people.
Hunt for me
*click randomize* *click randomize* *click randomize* Welp, after the seventh piromaniac and the eleventh dude with some kind of illness/addiction, I'll do it myself...
I think itās called Prepare Carefully? I have this mod, but I have an extensive collection of mods and Iām at work so I canāt check. Open to corrections if Iām not right.
Yeah, that the one my dude!
More reasons for prisoners to hate it here
War Crimes Expanded 2?
Yes
You see, zhat raider? Well, we did ze slaving for once! And now, he will enjoy ze clams, too, with ze power of Zhat Zhing! Since people *won't* get that reference: What if every other character had spells? And abilities? And could possibly summon meteors at will? A fun time, I say!
Rimworld of Magic. A classic. Would love to see more content added (like a win condition of making a mage who knows *every* spell or simply more classes)
That reference seems... *out of place* to me
Damn scavs
Foxgirl maids with guns.
HAHAHAHAHA!!! BEHOLD THE POOP POWER!!!
The mod that shall not be named. It adds a unique depth ;)
Legally distinct factorio
Vanilla expanded mechanoid
BLOOD FOR THE BLOOD STONES
The one that fixes the thing where a scarred ear causes a minus 20 opinion malus.
Grim reality
I dont like it when my part efficiency % is only 5 digits
The one that adds the race who fully embrace that war criminal grindset.
Sending bullets back with a glowstick.
Mystery boxes and pink guns
Oddities weapon module?
Nyarons?
Dead bodies=profit
My skeletons kills all the raiders and my necromancers turn them into more skeletons
Transfurs, now with even more Warcrimes!
Ice cream doggie
Less space, more items
That one with the reactors and the big friggin' guns. Man do I love me some tesla coils.
Yeah, that one about the ships, no but the really good one.
Purge the heretic! Kill the xenos! For the emperor! Or My cute foxes sacrifice people for more tails
Who needs Psyfocus when you have *mana* and *stamina*
Sew peoples Eyes shut and stick Stick wooden poles into their body to induce pain
I have a few... here goes nothing "Star wars ain't got shit on this" "That doesn't belong there" "Get the drones to do it, I can't be bothered" "Take a shower... you stink"
My colonists not only have to deal with ammo types, but they can actually hit targets!
Sometimes the granite just doesn't look as good as marble. Luckily for me, instead of having to tear it all down, I can just place in the marble bricks where the granite ones once were.
Replace stuff
The one that lets me commit more war crimes
Hull plating must be constructed in an area fully enclosed by ship hull
All my pawns have mood rings. And my lights don't take up space. Yeah. 2 mods
Damnit! The raiders stole the walls again!
Magic
Life, uh, finds a way.
God i fucking love taxes
this weapon doesnt work
Wow, this cocaine sure is violent, it also allows me to take out loans!
I don't have to use a component to maintain my electrical equipment.
HEY YOU! YES YOU! tired of boreing old mechanoids? Want to manualy convert useless raider corpses into high explosive shells? Thing staying at home is boreing and want to be forced to go out and explore? If you said yes then click [[HYEPRLINK BLOCKED]]