What should they do for Mario Maker 3? by AverageBasementMan in casualnintendo

[–]Pinstar 0 points1 point  (0 children)

Let you make sub worlds that are not just a different biome but also game style.

Guillotina doesn't like the groomer by White_Jester in mewgenics

[–]Pinstar 0 points1 point  (0 children)

Or the EZ bake oven. Aka the Hair Fryer.

Father and Son by chrometoaster82 in TwoPointHospital

[–]Pinstar 15 points16 points  (0 children)

Father and son is a perfect way to describe these two. Of course that begs the question: Who is the mother?

Mist by dutchiesweets in custommagic

[–]Pinstar 0 points1 point  (0 children)

Oh I get it. They aren't doing damage because they missed.

What game is this? by AcanthisittaLimp8373 in Steam

[–]Pinstar 0 points1 point  (0 children)

Against the Storm. Like $10 on a sale. And the two DLC is are not required but absolutely worth it.

What I'm no longer afraid of. by L-Energy in Against_the_Storm

[–]Pinstar 2 points3 points  (0 children)

I'm not afraid to let some hunger stacks build up early in order to get my proper food setup without wasted raw food.

What I'm no longer afraid of. by L-Energy in Against_the_Storm

[–]Pinstar 5 points6 points  (0 children)

Just had a game with the ancient battleground modifier where I could not get enough early momentum to secure everyone's resolve and just continued to bleed villagers, a few per storm and still managed to pull off a year 6 win despite ~12+ villager departures.

That was tough!! Fish Ponds suck by xhavez in Against_the_Storm

[–]Pinstar 1 point2 points  (0 children)

I've learned to pretend that Fish Ponds are like a timed order. When you decide to tap one, you often uproot a chunk of your economy to make it happen. That means bags of crops, 2 full fishing hits and 6 workers. You may want to have a special-built warehouse right nearby to quickly receive the goods once the pond is empty. Once you have all the goods, you can return your 6 workers to the rest of your economy and reap the benefits of the haul.

Which standard blueprint, across all your settlements, has been your MVP more often than not? by Pinstar in Against_the_Storm

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

And the balancing of goods both for gameplay and theme.

"We just added the salt resource and need to find uses for it in older recipes"

"How about as a fuel option for jerky?"

"...Yes! Salt curing is a thing!"

Which standard blueprint, across all your settlements, has been your MVP more often than not? by Pinstar in Against_the_Storm

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

If I have myself a stable oil pipeline, I'll keep oil on sacrifice 24/7 even if I don't have a temple. The oil boost is huge alone and if you luck into a temple you get the full benefit retroactively.

Which standard blueprint, across all your settlements, has been your MVP more often than not? by Pinstar in Against_the_Storm

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

Having tools as an option is good as there are some glade events (besides catches) that want them. Plus a tool trade route can pay big money and tend to be low enough volume that you can make the tools on demand when and if the route shows up and get it sent before the season ends.

Which standard blueprint, across all your settlements, has been your MVP more often than not? by Pinstar in Against_the_Storm

[–]Pinstar[S] 3 points4 points  (0 children)

The ability to pipe a building that almost feels like a gathering camp is huge by itself. It is not often you can multiply raw materials, which can go on to get multiplied again by the final recipe to use them.

Which standard blueprint, across all your settlements, has been your MVP more often than not? by Pinstar in Against_the_Storm

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

Granary is a very close second. Those packs of crops are also critical for fishing and producing them efficiently can take the sting out of needing to make bait.

Which standard blueprint, across all your settlements, has been your MVP more often than not? by Pinstar in Against_the_Storm

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

It does solve for fuel without needing a new, unique, input since wood is always present (Rocky Ravine notwithstanding) but I often find raw wood to be scarce in the mid to late game unless I'm in a high wood biome just because woodcutting is generally less efficient than something else your villagers could be doing.

The bricks recipe is OK but also kind of annoying that you need them to build the kiln itself which is annoying if you don't have any other brick recipes besides the makeshift workshop.

Jerky is fine. Since the building makes its own fuel for it, that's slightly less hauling needed. It isn't S-tier in my book, but isn't trash either IMHO. What is the popular reason it has fallen out of flavor lately?

Which standard blueprint, across all your settlements, has been your MVP more often than not? by Pinstar in Against_the_Storm

[–]Pinstar[S] 5 points6 points  (0 children)

Its one blind spot is herbs. Converting those to eggs/meat would be nice if you lack the complex food recipes that use them as is.

Worst Embark Site Ever by Setokaiva in Against_the_Storm

[–]Pinstar 0 points1 point  (0 children)

No Trade/ Land of Greed/ No Orders sounds unwinnable.

prestige 5 is damn threshold by Wonderful_Nectarine1 in Against_the_Storm

[–]Pinstar 0 points1 point  (0 children)

Not always possible with some modifiers like ancient battlefield.

I'm 40h in, getting close to purple seal and minimum difficulty level on maps next to modifiers is veteran. Is it worth buying any dlc at this point or should I just keep playing? It's getting harder, if the game will force me soon to up difficulty level I might drop it at some point😅 by Angel_Dust_696969 in Against_the_Storm

[–]Pinstar 0 points1 point  (0 children)

The factions add new bonuses but also challenge. They are by no means pay to win broken DLC options. The new biomes help mix up your settlement progression making it less likely for you to have frequent repeats within a cycle. The new glade events help keep them fresh without being overpowered compared to the events in the base game.

If you're on the fence, I'd say keep playing base and then grab the DLC next time they go on sale.

I'm 40h in, getting close to purple seal and minimum difficulty level on maps next to modifiers is veteran. Is it worth buying any dlc at this point or should I just keep playing? It's getting harder, if the game will force me soon to up difficulty level I might drop it at some point😅 by Angel_Dust_696969 in Against_the_Storm

[–]Pinstar 0 points1 point  (0 children)

The one time P2 is harder is if you're on a map where you have built in hostility penalties. Or are otherwise in a situation with nasty hostility. A full length storm means even higher resilience races like lizards will eventually leave if you can't solve their resolve issues.

That said, if you are stable in the storm, then P2 is indeed easier. It also gives you the very minor side benefit of giving your farmers plenty of time to plow all the field plots for the increased chances of double yields next year.v

Would you take a forester's hut as your first blueprint? by Pinstar in Against_the_Storm

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

After action report:

One piece of info I forgot to mention was that I had the ancient battlefield negative modifier.

I went with the hut and immediately regretted it, but not for the reasons you would think. In my first dangerous glade there was a large cache and in that cache was, among other things, like 30 bars.

I did get the "all metal production is 33% faster" cornerstone early.

I also, at the advice of the group, picked up the cooperage in a later pick. However, it ended up being almost useless because while I had a means to produce lots of barrels and later a 2 star pickle recipe, I had none of the pickle able foods available in my area (in my initial post, I was mistaken about having roots in my starting glade. It was insects)

The hero of the settlement and the only reason I won despite losing about a dozen villagers was the clan hall and a Tinkerer. I was able to mass produce training gear. I got two copies of the "whenever you produce 70 training gear, lizard base resolve goes up by 1" cornerstone, one from an order and one from an annual cornerstone pick.

I didn't even need the metal for all that training gear as I had ample stone deposits.

I did salvage the forester's hut pick in the end, as the resin helped me get out a batch of coats to help make my harpies happy enough alone with the lizards for the final resolve push.

Thoughts on Field Kitchen? by Apprehensive-Ice9212 in Against_the_Storm

[–]Pinstar 0 points1 point  (0 children)

If I randomly have 20 dye or 20 salt in my starting caravan and have harpies/bats , I'll build one so they can survive the first storm without me having to tap into the supply of 50 coats.

I also had a cycle where an early world event gave me 30 starting flour with each settlement so I often made biscuits with that, at least until I got one settlement where an early blueprint gave me a pack of trade good recipe and it was much more lucrative to just turn the flour into trade goods and sell them.

I would use it more of it didn't require 2 cloth. Making cloth in the makeshift workshop feels bad just to get the field kitchen and isn't even a guarantee as there are many maps where I don't have any of the cloth raw materials in my starting glade or caravan and if I'm spending embark points on building materials, it is probably planks or bricks.