Surgeries that remove body parts should yield edible organs.

Let's just say those removed organic limbs should be edible.

Why can't I make Mwop taste how his bacon taste like as a lavish meal while he's being imprisoned.

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u/AdrawereR — 1 day ago

You are not deploying nuclear zeppelins to assert aerial superiority against your neighbors in the space age? How unfashionable!

"Starships with plasma cannons are now the future!"

"European Commonwealth now has Sun Gun to fry everyone from space!"

Oh, pish-posh. What kind of a 'bleeding edged' folk you are, always seeking the best of the best first - Logics head-first, even. Sometimes you just got to relax and do things the old-fashioned way.

What? Your country doesn't has zeppelins as an assault fleet? Blah! Now go get one right now because nothing quite intimidate your enemies like huge blimps looming over their capital in the space colonization age! And because your enemies sure as hell wouldn't expect these blimps to be able to soak up cruise missiles!

The Vayu-Class zeppelins are such answer to the 'Gunship Doctrine' utilized by Mahanakornian People's Army of the Free People's Republic of Mahanakorn - The 'superiority in firepower' to suppress the living hell out of their enemies, and the birth of the People's Suborbital Fleet in A.D. 2185 - An answer to something that stay between the formidable but costly space forces which was deemed overkill against ground forces, and the air forces that primarily operate small-profile crafts with small payloads, nowhere near enough to support the ground force en mass.

The Suborbital Fleet is an answer to it all - To establish the air superiority with its immense loitering capability and near-permanent presence throughout the operation without leaving the combat zone.

These middle-sized zeppelins over a kilometer-and-half in length from bow to stern not only carry heavy firepower to support against ground and air forces alike, but also act as invasion crafts capable of ferrying troops right over the battlefield in thousands and kickstarting a massive landing operation the size of which never before seen since the last World War. Mahanakorn themselves maintained a few dozens of Vayu-Class in service, all acting as a singular fleet to darken the skies and send ten thousands of soldiers into the battlefield all at once with its Alcubierre Drive - Although It is not uncommon that a lone airship can also be seen being specifically assigned to operations, supporting ground troops with its immense suppression fire capability.

>What? Alcubierre engines? Why are there faster-than-light engines on the zeppelins?

Why wouldn't you! Because no one expect one-kilometer blimps to blast into the atmosphere and rain down the troops in mere one minute after making its presence known!

Outside of the warped space, the zeppelins are driven by TB-32 nuclear turboprops in pusher-configuration, allowing the massive airships to quickly reposition itself to support nearby locations at minutes notice. These propellers spin reaching the supersonic speed, and such create extremely iconic loud noise which signifies the airships presence in battlefield.

While these are technically named a 'zeppelin' most of the airships in Mahanakornian army's services are heavier-than-air due to the energy shield module and a nuclear reactor onboard protecting the vessel against all manner of attacks and powering the gravitational module keeping the whole thing afloat - Indeed, these might rather be qualified as a spaceship rather than an actual zeppelin, but by all account they are legitimately still zeppelins. Not to mention that your enemies sure as hell wouldn't expect the fabric blimps to have energy shield and FTL capability, or let alone having enough energy to power point-defense laser shooting down all of their missiles too.

While other nations may say 'Just build spaceships' - The Suborbital Fleet zeppelins are, in fact, far cheaper to build than an actual spaceship all thanks to its lack of true armor and advanced radiation and space technology required to build an actual spaceship, hence the name 'Suborbital Fleets' - This factor allows the Suborbital Fleet to bridge the gap between 'superior firepower' of spaceships while maintaining the reasonable operation cost against ground forces, complementing the air force in multitudes of operations with its loitering presence never leaving the battlefield and putting stress onto the enemies. The ability for the airships to hover over 15 kilometers above the battlefield while raining down explosive fire also greatly deter the low-altitude defenses as well.

One such unique quirk about these airships is that they are still partially gas-lifted by Helium-immersed and vacuum gels filled throughout the hull, which actually make them much lighter compared to actual spaceships, complemented by its lack of armor. Many enemies of Mahanakorn are found flabbergasted by how the airships are still afloat after taking multiple holes in its hull - Rightly so since it's not entirely made aloft by gas tanks after all.

The lack of requirement to build starship engines for travelling in space also reduce construction cost by a massive degrees as well, as while the zeppelins require airtight compartments and oxygen system in extremely high altitude operations, they are still nowhere near spaceworthy. The zeppelins also can bridge the maintenance personnel with the air force and space force personnel alike due to applying the technology of both armies.

One might say they are instead floating nuclear reactors and massive energy shields stuck together with dozens of heavy gun platforms - As Mahanakornians rightly so dub these zeppelins as an 'invasion barge'

Disregard of Ages, the sight of kilometer-long blimps in the sky raining down gunfire still strike fear in the heart of the troops - Especially now that big holes don't bring it down anymore and it has Gatling cannons with explosive rounds in place of machineguns.

To the Mahanakornians, the Suborbital Fleets remain a prideful existence in the army full of futuristic equipment, symbolizing the will to weather through time and hardship and not only survive but thrive - To stand proud in the storm and endure the hardship and changes of time, like these zeppelins floating proud in the middle of battlefield ......And to live life with styles!

>'Ladies and gentlemen of the Suborbital Fleets - I wholeheartedly believe that we do now have the world's attention upon us with our grand entrance!'

A few of these impressive zeppelins have been commissioned by European Commonwealth and turned into automated platforms patrolling their merchant vessels in transcontinental routes, protecting their valuable cargo ships from ... riff-raffs pirates vying to secure the wealth of the European people.

u/AdrawereR — 8 days ago

Thank you for the review, Himerius.

I forgot to change food policy except just no drugs for these Imperium guys.

One of the guards gobbled Legendary cheese I had left in the cheesemaker for 2 years and forgot about it in one go.

u/AdrawereR — 15 days ago
▲ 156 r/RimWorld

'Nachtfalter' Assault Gravship

The proud butterfly of Fort Justice.

Thanks to its Gravlift technology, with the total Gauss Cannons of over 24 systems, 9 Ballistarium turrets with near-full coverage complemented by 4 Anticraft Casters ensure that Nachfalter conforms to the 'Vertical Superiority' doctrine - Both orbital combat and ground support capability-wise.

With over 17 Point-Defense Turrets and 16 shield units, the Nachtfalter can rain down firepowers unopposed even against the mightiest of the Empire's firepower.

Nachfalter and its generous cargo holds could thoroughly support the land invasion of a colony with the full cargo capacity of over 6 Marshals and could be reconfigured to carry combat shuttles of all manners thanks to its wide garage bulkhead and extended runway for takeoff.

Whether on the Geosynchronous orbit overlooking Fort Justice or under the shades of clouds in serenity, Nachtfalter is completely in-and-out a formidable adversary to its would-be enemies.

Fort Justice could never fall with the Nachtfalter, and the Nachtfalter could never befallen with the existence of Fort Justice.

- Reuploaded due to compression issue.

u/AdrawereR — 19 days ago
▲ 379 r/RimWorld

Chernobyl nearly doomed my 15-years save during Long Night

Fort Justice runs a humongous energy demanding infrastructure of over 10 factories and more, consuming over 900,000 watts everyday. Needless to say it drains even Type-V reactor pretty fast, even with most of rods being MOX fuels and Zeus turbine spools at nearly the full capacity at all time.

Initially, I decided that in order to minimize the maintenance of fuel checking, I decide to put all MOX rods in at once for the ease of monitoring. After a while, all of the said rods expired roughly the same time - And with autothrottle on, it was barely noticeable because batteries kept being drained all the time in minor fluctuation and repair.

Until the whole colony went dark when the fuels reached around 30%. That was when I realize I might need more than one Type-V.

I assumed that the TACS module that scramble the drop pod pulled all of the weapon capacitors energy out at some point over the course of years, and so it pulled the colony's battery bulk into it too in an attempt to stop the latest raid drop pods.

Apparently I have Vanilla Event Expanded, so the long night I was having become Totality with complete darkness instead. Which meant I couldn't see shits.

Seagull, our only Psycaster in the colony, had to use Solar Pinhole to light the reactor room in order for anyone to see anything if at all.

But worry not! I have bunches of spare MOX rods, and specifically designed self-sustaining grid made to accommodate the restart of reactor! What an ingenuity. Just activate the backup chemfuel generators, refuel and restart the reactor!

>But I wired all of the said self-sustaining grid in the reactor room only.

>Not to the cooling tower nearby. And definitely not to the rest of 50 radiators scattered across the colony.

>So when I spooled the reactor up at full power, the cooling tower wasn't connected to the grid and Chernobyl happened.

>Not to mention, as it turned out, Plutonium processor takes up 3k watts at full capacity and blotted out my small grid and I had to shut 2 of them down before I can manage the reactor.

Never the matter! I savescummed and reconnect the small grid to the main colony in order to try to reach the cooling tower.

>Found out the hard way that the cooling tower can't be activated in time during power redistribution and the reactor blow up first before the coolant tower gets to function, because my colony grid is tremendously huge.

the cooling tower wasn't connected to the small grid and it was a faulted design. I couldn't exactly reach the coolant tower without tremendous amounts of rewiring due to how the coolant tower being jumbled into the colony grid very early on during construction.

About nearly half of the active and useful pawns were out in a shack gravship and about collecting the Gravdata, so I wasn't in the position to do complete rewire right away because all of those in Gravship have high construction required to maintain all of the gravship modules and I leave most of the gunners at home instead. Not to mention I couldn't see shits to begin with inside Totality, and Seagull's Solar Pinhole can only work so much before his psyfocus runs out.

I can't start the reactor without the cooling tower or it will blow up in 3 seconds, but the cooling tower needs reactor at full power to distribute energy to the entire colony in order to activate. It was a wicked feedback loop.

I came up with the idea that I could potentially separate the cooling tower from the grid colony by quite literally relocating an empty battery bank to its side, add a switch to disconnect, and have Seagull using Recharge psycast to charge it up.

Then one of my pawn has to activate the Type-V reactor at full power immediately, all at same time while Seagull uses Recharge and immediately connect the cooling tower back into the grid, because his psycast can only add in meager amount of electricity before the juice runs out and cooling tower goes offline again.

One! Two! Three!

And the Type-V roared back to life at 100% working capacity. Just Barely enough to reach the cooling tower and avert meltdown.

I nearly doomed the colony with power overconsumption and failed reactor design.

Apparently even with 100% power, the excess is still at only 10-20k and I am going to need to add more power sources - Perhaps a secondary Type-X reactor.

u/AdrawereR — 22 days ago

TIL : Devmode Haute Meals are all coded to be 'Manufactured Slop'

There were bunches of nobles arriving at Fort Justice, and they as it turned out were consuming Haute Meals at an alarming rate - So as a stopgap solution while I was increasing production, and as the most sensible thing a human being on the Rim could do, I whipped Hautes into existence with dev mode.

Just about when things seemed to be in place, Fabricors started cooking Haute meals nonstop and refuse to carry them to shelves like before. I did not know why until I checked the info of Haute Meals that were dev mode'ed (They aren't exactly named in detailed manner, they are all labelled just 'haute meals') and found out that they are in fact 'Manufactured Slops' the moment you click in to see the detail - And their names are also changed accordingly so as soon as you click it.

You cannot simply untick the 'Manufactured Slops' on the shelves because they are Haute Meals with special modifiers to name Manufactured Slop, and as such they remain classified as 'Haute Meals' but cooks and Fabricors does not recognize them as legitimate ones.

u/AdrawereR — 22 days ago

So that's what canning is for

Canning, despite what the label say 'nearly indefinitely' actually never expire when kept on shelves.

Hence, it doesn't need coldness to kept in frozen state and I suppose that's good for TPS compared to fresh meats.

Canned meats - Expire in ..... Never!

u/AdrawereR — 1 month ago

What exactly are the mechanoids?

Yeah, we know it 'killer robots!' yada yada that raid your base every once in a while to vibecheck if you survive the onslaught or not.

But as we reckon about it, there are human mechanitors around that could control Mechanoids before us - This implies that either we can exploit the ancient war machines, or the machines themselves used to be subservient to humans.

Not to mention the presence of Mechanoids locked away in ancient danger - It's almost as if these were originally made by humans to guard the tomb, but eventually either the Mechs themselves went rogue, or the Mech Hive itself become corrupted after some time (perhaps by Archotech?)

Though, these Mechanoids are also often come with Psychic ship part drop, archotech parts that could not possibly have been made by the pre-fall humans.

Thoughts?

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u/AdrawereR — 1 month ago

We should be able to check Metalhorror with something as simple as a scale.

An emaciated baseliner named Dipshit shouldn't weight roughly 200 kilograms without a fully grown Metalhorror coursing through his bloodstreams.

That along with Metalhorror should be transmissible from infected hemogen pack.

reddit.com
u/AdrawereR — 1 month ago

My depiction of Helium-3 Processing Facilities on Jupiter.

The processor stations hover inside the Jupiter storm at extreme velocity, while sucking up atmospheric gas with its massive turbine and separate it into Helium-3 for fusion fuel, and Helium-4 byproducts to be used for industrial purposes on Earth and as zeppelins lifting gas.

The stations are regularly visited by automated hypersonic tankers for periodic fuel transfer, while the harvester stations themselves remain on course forever with its Heliocon electric drives - Only when they need refurbishing or extreme repair that they are attached with nuclear engines and raised onto upper atmosphere.

u/AdrawereR — 1 month ago

Why Titan Station Marker shielding failed?

From what I gathered, during the initial testing, the shielding worked fine.

Until someone get into the mine and run the meter, where it all goes to hell.

So... the Marker tricked the scientists into building something that doesn't work? Or the shield worked at first but Marker circumvent the shielding entirely.

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u/AdrawereR — 1 month ago

Opinion - Sovereign Colony design is intentionally obsolete.

Yes, their design fits the decaying atmospheric of Tau Volantis as the lost expedition.

But I couldn't help to think that their design looks incredibly outdated for the 2200s Era.

Even for military vehicles, their design looks like space-ified 1960 aircrafts made spaceborne. Everything looks incredibly dirty and grim, even during Scenario Five.

There is nothing quite anywhere remotely modern about its aesthetic except for the fact of actual technologies and holograms - Even the SC emblem themselves look like something straight about of 1960s government style.

You would think ships beyond 2100s would be somewhat clean and sleek, white and futuristic already, from the direction we are taking forward in real world.

I understand their retrofuturistic aim though, but when you look at the progressing world it just feels somewhat off.

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u/AdrawereR — 1 month ago

What's up with shield?

I sit perfectly still before the suspect will open fire, didn't aim back and expose the limbs, but suspects immediately kill me from full hp in full heavy ceramic in first burst. Or they didn't at first, but then the second burst they immediately kill me through the shield anyway.

What did I do wrong? I stopped using shield for a while due to how suspects with AK just seemingly will kill me in one burst despite not exposing any limbs at all, and instead resort to using grenade clearing instead because it's simply far more mobile and safer.

It seems to work just fine against SMG, but AR is a whole different matter and it seems the riot shield just doesn't work against it.

I'm a host - Does that have anything to do with it, because in many multiplayers games some problems appear for the host only.

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u/AdrawereR — 1 month ago

Why don't suspects see the wand?

Suspects can identify us immediately through the obscured vision (instead of determining whether or not we are one of them) along with night vision eyeballs, yet they don't seem to notice wand poking under the door where they are expecting us.

Maybe I was expecting them to rush through the door or spray through the door the moment they are staring at the door and see our wands, idk, especially those that are ex-operators.

Or wands are actually hard to see irl?

reddit.com
u/AdrawereR — 1 month ago

Fort Justice

An underground military complex with enclave ideology, prophesized themselves that they will outlast the war on surface and reclaim what is rightfully theirs after the last smoke is clear.

Rumored was they are remnants of the government that was from the last cycle. There, they carved a small city that they could call home as they weathered the test of time.

Situated in Boreal forest with four Mechanoid weather controllers suppressing their existence, they braved the -80C frozen hellscape with their mechanized recon armor platoons and vast cavalry capabilities.

They believed that their underground home would outlast all kingdoms and republics on the Rim, including the Fallen Empire itself. Whether through the natural course of time that would unfold or through the nuclear stockpiles they have to decisively control the future. For as strong as the Fallen Empire is, no one could fly too close to the Sun.

They, still believe in the namesake of the settlement that they have forgotten its origin.

u/AdrawereR — 2 months ago
▲ 337 r/RimWorld

What will happen if you cannot get rid of this thing?

Yes, I have nuclear from Rimatomics but I am not willing to Scorched Earth my mountain base, so I hired from Warcasket pirates as fodders to get rid of Nociosphere which resulted in 4 out of 10 dead.

What about the base game without mods, though. Impid and Neanderthal raids barely scratch this thing, and outlanders are at best glass cannons despite their industrial arms. Empire support is iffy at best either because both of them don't spawn in significant numbers unless on surprise support. Everything in base game seems to have trouble catching up with this thing, let alone a melee pawn.

I can't imagine what will happen if this thing's loose and I don't have these modded stuffs.

I suppose.... an antigrain shell with hunter drone would make do for auto-destruction system?

I suspect if it really came and I mobilize my pawns, even with power armors, death will be inevitable.

or do I somehow bait the sphere with Diabolus and Apocriton mechband?

u/AdrawereR — 2 months ago
▲ 546 r/RimWorld

Third climate adjuster.

One from a quest, one from a random spawn outside of map and another from random cluster inside the map.

Now I can finally achieve -70C in Boreal Forest, at last. All while the savage impids freeze to death outside my cozy bunker.

u/AdrawereR — 2 months ago

Rimatomics turrets are overkill

How am I supposed to place these things? Let alone using them - Specifically Marauder turrets.

They target everything in sight including other Marauder turrets that happen to line up because targets run sideway, except unlike normal turrets they have no safe distance and will obliterate everything in front of it. It will also obliterate walls in one hit making its use really hard without blowing things up along the way.

It's apparently very good at single target - Not much so against group of target stretching over distance, because it tends to fire in very short burst with 12 seconds cooldown.

The notion that it damages everything in front of it also means pawns cannot stand in front of it or they will take bruise damage. Even sandbags are not safe, you must put only turrets frontmost.

Not to mention other annoying features like Autothrottle of the reactor disallowing you to charge PCCs and you have to get in and manually adjust reactor to charge it back up everytime you use the turrets...

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u/AdrawereR — 2 months ago

Everything is under control! Please assume your routine!

Luckily it's in time almost everyone in Fort Justice has been equipped with Charge Rifles.

u/AdrawereR — 2 months ago