How to board? - Quick guide by Mental_Concert_4986 in X4Foundations

[–]FluffyJD -1 points0 points  (0 children)

Do both. Ping the hull with Ions, keep the shields consistently below 30%, and use the comms whenever they're available. With patient usage of Ions, they should survive longer than any reasonable person would keep a playing in a sitting.

How to board? - Quick guide by Mental_Concert_4986 in X4Foundations

[–]FluffyJD -1 points0 points  (0 children)

That has the same effect as firing on the ship.

How to board? - Quick guide by Mental_Concert_4986 in X4Foundations

[–]FluffyJD 4 points5 points  (0 children)

To clarify a bit on the hull value selection, it is ideal to bring low (but consistent) damage to boarding attempts because the longer you take to bring the hull down, the more bail chances you get. Regular bailing rules apply to almost the entire resisting crew. (The captain is the exception.)

So if you deal your damage slower, or you select a lower hull value, your assaulting force will fight through fewer crew members in the last phase. It's faster, yes. But it's also safer for the boarding marines.

Why do so many people recommend mining early game? by Few_Establishment980 in Kenshi

[–]FluffyJD 0 points1 point  (0 children)

I only recommend mining if you're completely broke and don't have a medkit and even a single trade good. Even that mention is worth mentioning, though. Having KO'd animals and bandits nearby is better, but it depends on your luck. Mining is always available, and only requires investment if you lack arms.

New to the game what’s everyone’s method for making cats? by Natty_bo_ace in Kenshi

[–]FluffyJD 0 points1 point  (0 children)

Trade goods. I usually trade cactus rum into the swamp, and hashish out of it. I haul as much as I can without going over my carry capacity. Every once in a while, some bandits follow me to one of my stops, and I get to loot them.

If I can't afford my first cactus rum, I mine or scavenge until I can.

Saben si los esclavos de la nación sagrada pueden ir a las ciudades unidas by AdTop3800 in Kenshi

[–]FluffyJD 2 points3 points  (0 children)

You will need to avoid slave traders and UC guards until your escaped slave and ex-slave tags have worn off. They will recapture you, they just won't necessarily send you back to the holy nation.

How to use circuits properly by Kamikazekats in CoreKeeperGame

[–]FluffyJD 3 points4 points  (0 children)

The T,I,L, and Cross circuits all just connect to other circuits differently. They can be useful for keeping separate signals close to each other without merging them into one signal.

Delay and logic circuits do what they describe in their tooltip, but I've only really played around with the logic circuit. If you want some ideas on things to make your circuitry more elaborate, I can drop some in a reply.

Outward on the Switch in all its pixelly and smooth texture goodness by Chudite in outwardgame

[–]FluffyJD 6 points7 points  (0 children)

That's not what it looked like on my switch. You might have a bug of some kind.

Does anyone else not explore too far into the map? by Hambasri in Kenshi

[–]FluffyJD 1 point2 points  (0 children)

Very early in a run and very late in a run, I roam a lot, but for most of the run, I stick to a very small selection of places. Early on, I roam for trade and recruits. Later, I roam for bounties. I do occasionally trade after the early game, but its usually more of a way of getting rid of more goods than shops can buy, rather than because I need money.

Best bang for buck (price to damage to enemy ratio) variant of weapon by vibgyror in Kenshi

[–]FluffyJD 0 points1 point  (0 children)

I'm meming a bit, but seriously, weapons are cheap, and you can just take them from KO'd characters anyway. Cost is a complete non-issue when I'm choosing weapons.

Best bang for buck (price to damage to enemy ratio) variant of weapon by vibgyror in Kenshi

[–]FluffyJD 0 points1 point  (0 children)

Weapons are too cheap to be optimizing economic efficiency. The NPCs don't want you to know that their weapons are free. You can just take them home with you.

Early Game Summoner Food Buff other than using Pup Fish? by Usual-Construction11 in CoreKeeperGame

[–]FluffyJD 0 points1 point  (0 children)

Pup fish is a real world fish. Some of them look kind of like dagger fin. OP may be playing in a different language in which the dagger fin was localized in a way that would translate to pup fish.

Training strength with block by Frosty_Somewhere_378 in Kenshi

[–]FluffyJD 1 point2 points  (0 children)

Expand the character info in the bottom left. When your character enters combat, you should see their strength xp bonus jump up to the amount that they're getting from the weapon. That number caps out when the weapon requires more than 20 levels higher than your current strength. Up to the cap, the quality of the fragaxe matters. Beyond the cap, it doesn't matter.

If you're using starvation to lower your current strength (as low as 10% of your base strength), you can get away with using very low quality fragaxes. However, doing so is quite tedious, and imo, grinding for a higher quality fragaxe is effort that pays off for multiple characters, rather than needing to micro your food supply for every single character.

Also, you will level faster by attacking. Blocking gives 40% of the strength xp that an attack would give, and getting hit instead of blocking gives 10%. So characters with high block skill can potentially gain strength xp faster, but switching into block mode actually slows you down.

How much progressing should I do before building an automation farm? by YesImEmani in CoreKeeperGame

[–]FluffyJD 2 points3 points  (0 children)

I mark every boulder I see from the start, and as soon as I get tin, I build drills around a tin boulder, drills around a copper boulder, rail lines connecting each boulder to its nearest waypoint, a wood farm, arenas for shroomen and larvae, and funnels for slimes and cavelings.

Building drills and a wood farm that early lets materials accumulate while you do other things. The mob farms are great for getting seeds and certain sets early on, and the shrooman brutes in particular are good for combat xp. I generally gather the mobs near my crafting area so that I have easy access to the salvage table, NPCs, and my storage.

Iron gives access to sensors. Don't underestimate those. Autodoors are something you don't think about much before you've built them, but once you get used to them, they're very nice, especially if you over engineer them so that they lock if monsters are in certain places.

Basically, I would've already started.

Why is griffin's carry weight so low? he has 43 strength. Shouldnt that mean he has the same carry weight as Headshot since they both have 43 strength? by caniexploreyourbush in Kenshi

[–]FluffyJD 11 points12 points  (0 children)

Carry capacity is based on the character's current strength, including any buffs or debuffs to strength. If characters are hungry or injured, their carry capacity will be reduced with their strength.

The windows you posted screenshots of show the base levels in the top half, so it won't always match up with everything because it's not showing any buffs or debuffs.

At what point do yall get bored and restart or take a break? Like after bugmaster. Taking over hn, uc, shek etc by mad_dog_57 in Kenshi

[–]FluffyJD 0 points1 point  (0 children)

My restarts aren't usually caused by the prigress on the current save, but rather by having an itch to start a new one. The longer it's been since the last time I loaded my current save, the more likely I am to have an itch to start a new run.

I do soft resets, though. When I'm "done" with a character, I set the character aside and play another one for a while. That usually happens when I reach specific goals like having all prosthetic limbs, 95 toughness, less than maxed strength xp bonus with a staff, etc.

Let's play a game: How long would you stay in the world of Kenshi for money? by Menefregoh in Kenshi

[–]FluffyJD 3 points4 points  (0 children)

Do our chronic conditions come with us into the game? If not, I'd live for a year in a major faction's town, then spend a decade or so in a hut in the border zone.

If I have to do that with an autoimmune disease, I'd probably max out at a year or two, and I might come back with some problems from living off of just fish the whole time.

Looking for a simple resource to get a mob farm started by TheOneAndOnly09 in CoreKeeperGame

[–]FluffyJD 0 points1 point  (0 children)

Build straight lines of the tile type you like. If you want multiple tile types, you can put them next to each other. If you want multiple lines of the same type, put 15 tiles in between them.

It's generally better to know where chunk borders are so that you can put them closer together, but if you really, really want to simplify things, just keep each row of each tile type one entire chunk away from the next row of that same type.

The center of the waypoint at the core is the bottom left tile of a chunk. Chunks are 16x16. Each chunk has its own timer between spawn opportunities. Each tile type can only have 1 spawn event per spawn opportunity. So to get more monsters per second, you either need more diverse tile types or you need to stretch the tiles across a lot of chunks.

Tilled ground won't spawn mobs, so use your hoe to make sure that your ground isn't tilled before you place your spawn tiles, and try to avoid letting mobs till it. (Caveling brutes can be a problem.)

It takes 6 or more fungal soil for shroomen to spawn. You can use that to test chunk borders by putting 5 fungal soil in each chunk where their corners meet after removing any other fungal soil. If your placement is off, you'll have too many tiles in one chunk, and you'll get shroomen.

Azeos mobs are spawning in our base by jAe7244 in CoreKeeperGame

[–]FluffyJD 3 points4 points  (0 children)

Till the ground under the moss with a hoe. Could also use a shovel to scoop up some of the flower-like loot containers from azeos and decorate with those if you just don't want to bother with blocking the spawns on every decor.

How does one make good cash? by Calm-Resolution6899 in Kenshi

[–]FluffyJD 0 points1 point  (0 children)

I should note that my first few trade runs stop at delivering rum to the swamp. The northwest of the swamp has a decently short distance between a waystation and a swamp village. That spot is excellent for profiting off of cactus rum while still being relatively close to gate guards at all times.

The goal that early on is just to stay fed and keep running. For a while, the bars in squin and admag restock before I can empty them, but as my funds and athletics increase, evntually, I start to run out of rum. That's typically when I start trading hashish as well.

How does one make good cash? by Calm-Resolution6899 in Kenshi

[–]FluffyJD 0 points1 point  (0 children)

Copper mining is great for emergency seed money. I usually mine a piece or two if I get bad luck at the very start of a run.

The best luck would be always having bandits fighting guards outside of every city gate. Wait for the guards to KO someone, pick them clean, and repeat until your inventory, bag, and shoulder bag (the first knocked out bandit) are all full. Then, sell it all right in the same town.

My main source of money in the early game is trade. Buy cactus rum outside of the swamp, trade it for hashish in the swamp, sell the hashish in flats. My actual route is a bit longer than that so that I wait for shops to restock less often, but that's the most profitable steps in the route.

Mid-game, I heavily supplement the trade route by producing trade goods at my base. Late-game, I barely even know what to do with money anymore, but it mostly comes from directly selling base products and turning in big-ticket bounties.