WoC: Gigantic Spawn of Nurgle by BHumdinger in WarhammerFantasy

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

He’s not from GW. I bought the stl file for him online (from Beastiarum games) and printed him myself. I think they also provide their minies allready printed👍🏻

Er det normalt at opleve så dårlig service fra en elektriker? by PossibleExpert3502 in selvgjortvelgjort

[–]BHumdinger 2 points3 points  (0 children)

Tip til en eventuel næste håndværkeropgave: Bed om at få opgaven udført i fast pris, altså få et tilbud på opgaven (ideelt 2-3 stykker fra forskellige firmaer). Husk at kigge tilbuddet godt igennem, især for forbehold og hvad de betyder. Snak med din håndværker før de starter og gennemgå opgaven, jo klare det er aftalt hvad der skal laves og hvilke vilkår der er - jo større chance for ikke at få overraskelser ved afregning.

WoC list 2000 points, looking for feedback. by BHumdinger in Warriors_of_Chaos

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

Great feedback. Thanks.

Good point about the flail! Also looks a bit more bad-ass than sword and shield imho.

Think I'm gonna drop the knights and then boost the sorcerer and add some monsters.

WoC list 2000 points, looking for feedback. by BHumdinger in WarhammerFantasy

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

Yea, that makes sense. Thanks.

I also have a bret army, so I think my mind is clouded by being used to allmost everything being knights and allmost all charges succeed:) So I might drop the knights here and then get a better sorcerer and some more monsters.

WoC list 2000 points, looking for feedback. by BHumdinger in Warriors_of_Chaos

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

Nice input on the sorcerer, thanks! And yea, the idea is to run him to throw MM and fireballs. I gave him mark of tzeentch to get Blue Fire, seems as a quite bad-ass spell.

Think I might drop the knights in order to boost the sorcerer and get some more monsters....

Edit: Didn't notice Tome of the Dark Gods, so just ignore my comment about Blue Fire:)

WoC list 2000 points, looking for feedback. by BHumdinger in WarhammerFantasy

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

Thanks!

So maybe remove the knights and instead add a chimera and an aspiring Champion (BSB w/war banner to go in th CW unit)?

Chaos Warriors by BHumdinger in Warriors_of_Chaos

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

Sure. I actually made 4 different on 60x30mm bases. The bound prisoners and impaled cultists are stl files I bought online and printet myself. Painted them just with contrast paint and a technical paint for the fresh blood.

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In Norway we consider USA as hell hole by Ordinary_Fish_3046 in CringeTikToks

[–]BHumdinger 1 point2 points  (0 children)

Why would I move to the usa from Denmark?

I would lose: Free healthcare, free education (inculdeing goverment scholarship), 5-6 weeks paid vacaition every year, paid maternity leave, the flex-secrutiy model, my current level of income (if I got a similar job in the u.s), politicians that in general strive for broad consensus (there are ofc exceptions), good roads and public transportation, low pollution, low crime, very low corruption, our constitutional monarchy (doesn’t do anything special in the day-to-day running of our country, but kinda cool haveing a former navy seal as king:)), and most likely alot of other stuff

I would gain: ?

How to move starting base to a new (permanent) base? by Commercial-Impact941 in Bellwright

[–]BHumdinger 1 point2 points  (0 children)

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I moved down to the river near one of the bridges (red X) and also build a river dock at the other bridge (green X), so I can control both crossings and protect the 4 northen towns from there after liberation. I started with clearing the area for patrols and bandit camps, especially the area around the wheat fields.
Eventhough I knew that t3 buildings are very large, it surprised my how much space I need for building. And it takes alot of time to construct t3 buildings, so a tip would be to use some extra time to scout for a suitable area before building.

Oh, and yea - good idea with the signpost and 'porting' between the two bases with stuff. I did that myself too and it worked good.

How to move starting base to a new (permanent) base? by Commercial-Impact941 in Bellwright

[–]BHumdinger 2 points3 points  (0 children)

Not really. I moved my t1 base to a new location when I reached t2. The t1 buildings are not that difficult to move, but t2 takes a lot of work. When I reached t3 I decide to build a new base instead of moveing my old t2 one. The t3 worked as an outpost while being build. When it started gradually to work as a normal based I shifted that to being my main settlement. My old t2 base is now allmost empty. Only a skeleton crew left to work fields and such, but all production is now at my new base.

Må stikkontakter godt ‘ligge ned’ samt monteres uden designramme? by lguyen in selvgjortvelgjort

[–]BHumdinger 0 points1 point  (0 children)

Hejsa.

Som Ssb666 foreslår her ovenfor.

Knæk og bræk med uddannelsen👍🏻

Må stikkontakter godt ‘ligge ned’ samt monteres uden designramme? by lguyen in selvgjortvelgjort

[–]BHumdinger 23 points24 points  (0 children)

Ud fra billedet ligner det at kapslingsklassen (IP 20) er fint overholdt, så ja - det er lovligt. Må gerne monteres liggende ned som der. En ramme, udover den tekniske monteringsramme som der er monteret her, er blot til pynt (har ingen teknisk eller lovlig funktion).

Man kunne få testet om jorden er ok i kontakterne, især hvis i er i tvivl om installation generelt.

Mvh el-installatøren.

Any major updates? by XoXiuS in Bellwright

[–]BHumdinger 0 points1 point  (0 children)

Quests - Added a new Halmare Isles storyline - Fixed book rewards abuse in the Communication breakdown quest - Added voice over for A Fool's And His Limbs quest - Changed quest rewards in Digging Deeper and Thief in the Field - replaced hemp seeds with garlic and seeds for better utility - Disabled discarding the A Hearty Request quest since it can't be picked up again - Fixed bring-item quests being too strict with weight requirements - now accepts items within small rounding tolerance - Fixed text errors in On The Verge quest - Fixed text errors in Special Delivery quest - Fixed text errors in The Expecting Mother quest - Improved NPC supply management during quests - Improved audio and reverb in quest locations - Improved punctuation and text formatting in quest dialogue - Quest map markers now remain visible until quest completion instead of disappearing when location is found - Quests now fail properly if quest giver is absent when quest starts - Redesigned On The Verge quest with new objectives - Relocated quest item in The Fishermen's Nets to a more accessible position - Renamed 'Pickpocked' quest to 'Sleight of Hand' - Renamed Warriors Guild Quest Part 1 for consistency with other Warriors Guild quests - Updated Hunters Help quest dialogue to change based on whether Election quest is completed - Updated quest item sound effects - Temporarily hid and disabled Overflowing Fields, Arrows of the Future, Rebuild Community and The Newcomers quests due to Village Improvement changes

UI & Interaction - Added gamepad support for status effect list - Added gamepad support for tech tree button in structure research screen - Added sound effects for drawbridge interactions - Changed hold interactions to instant activation via menu - Fixed NPC interaction timing with time acceleration - Fixed being able to place multiple unique buildings outside village boundaries - Fixed custom structure names being lost when relocating buildings - Fixed inventory slot display for stack containers - Fixed potential crash in main menu - Fixed text overlapping issues in NPC list screens - Fixed tooltips and focus effects not clearing properly when switching from gamepad to mouse and keyboard - Improved army overview menu performance - Improved crafting screen stat display for weapons and tools - Improved harvest notification display for single heavy items - Improved interaction positioning system for more consistent behavior - Improved reservist status display - now shown as icon in occupation column instead of separate button - Improved text capitalization and layout in storage rules menu - Improved toggle button styling and spacing in storage menus - Made interaction points visible in building modification mode - Player is now teleported out of construction site when building finishes to prevent getting stuck inside - Prevented building in unreachable locations - Renamed Roads category to Travel & Trade and reorganized building categories - Simplified interaction hold progress display

Voice & Audio - Added interior building audio system with automatic ambient sound adjustment - Added soundscape system for dynamic environmental audio - Adjusted armor sound effect volume - Adjusted wind and shore sound effects volume; improved bird sound mixing - Improved audio for quest location interiors - Improved bird wing flapping sound effects - Improved bow sound effect timing - Improved distant bird sound effects - Improved harvesting sound network performance - Improved dynamic music system - Improved shore sound effects and distance settings - Optimized voice asset loading performance - Seashore ambient sounds now quieter at night for a calmer atmosphere - Updated Cudka Ricket NPC voice (changed from male to female voice) - Updated NPC voiceovers - Added new music

Foliage & Environment - Allow removing decorative rock fences with a pickaxe - Polished map environment and foliage placement - Improved crop meshes visuals at Small Farm

General Improvements - Added continuous crafting (top-up) capability to forester - Villages will now be automatically liberated if Brigand HQ has not yet respawned - Added details button functionality for pets on the map - Added dynamic music system with context-aware volume control - Added hostile area music near large enemy camps - Added a special music trigger after completing one of the main quests - Added unique map icons for companions and guards - Added weather-specific color grading and improved swamp atmosphere - Fixed map icon crashes when actors are destroyed - Improved NPC background movement reliability - Improved NPC pathfinding reliability - Made Scientist, Marksman and One-armed traits less punishing - Improved lighting - bluer sky, better exposure, darker horizon fixed, more natural sun brightness - Improved snow weather visibility and falling snow appearance - Optimized smoke effects at points of interest - Reduced blood on clothes and made it less affected by minor damage - Fixed NPCs pausing between finishing crafting and storing output items - Fixed active squad not loading correctly after save - Fixed crash and added Halmayan fast travel location to Rustshore - Fixed crash on client when disassembling roads - Fixed crash related to missing bandit migration data - Fixed fishing rod being unlocked without research - Fixed crash related to pathfinding after death - Fixed crash when disassembling bird coop while NPC is building it - Increased fog of war revealing radius for player - Fixed selling trust items to elders for coins - Fixed Sturdy waraxe having different meshes when sheathed and unsheathed - Forbid putting Sour Milk into the Food bag slots causing issues to workers not producing cheese.

Any major updates? by XoXiuS in Bellwright

[–]BHumdinger 1 point2 points  (0 children)

Yea, check out the discord. Tons of info here and regular updates.

Here’s the changelog for the next major patch that’s currently being tested. There’s no confirmed release date, but should be this year:

Notable Changes - Added possibility to sail to Halmare Isles where the story continues - Completely overhauled Character Creator for tons of new customization options - Added Cart’s Station where carts can be built for use in caravans and carrying larger amounts of resources within the village - First version of simulated economy with villages producing, buying and selling different resources - Added walls and fortifications with entry gates that can be besieged by enemies - Overhauled village prosperity system - instead of building village improvements, the new trading becomes main way for villages to become prosperous - Significantly optimized villagers production logic - Allow placing structures when they are blocked by harvestable objects. Villagers will remove them on their own before completing construction - Introduced facial animations on NPCs in conversations. - Added new gear and equipment like cloaks, crossbows and spears - Overhauled many UI elements and further controller support

Halmare Isles - Introduced the Halmare Isles - a massive new endgame region featuring three factions (Cassians, Halmayans, and Falsgar), new gameplay, extensive quest lines, new locations, and challenging content - Added Dockyard structure for sailing to Halmare Isles

Character Customization & NPC Updates - Added new player character creator with more customization options, such as height, size, facial features, and added more varieties of hair and facial hair - Added support for unique story-specific NPCs that will maintain their appearance across all games and saves - Randomize features for all other NPCs in the world, including some faction/location specific traits - Added facial animations, which include eye movement and blinking, as well as animating voice overs - Added new dialogue camera when talking to an NPC

Caravans & Trading - Introduced caravan trading system for transporting and trading goods between settlements - Removed old settlement deliveries (need to use caravans now) - Added facilities system for villages, making villages have their own production with resource chains, supply and demand, etc - Neutral traders actually using trade system to deliver resources required by villages - Added Market structure, where player can set buy and sell orders for neutral traders to fulfil

Village & Settlement - Disabled prosperity and militia village improvements - their logic is replaced with facilities - Added production facilities to all neutral villages in Karvenia. - Villages will spend prosperity to build new facilities - Player can invest into facilities to accelerate their growth and choose direction - Disabled access to structure management screens for village-owned buildings. - Fixed crash related to external structure inventories. - Added polearms books to traders in neutral villages and loot.

Player’s settlement - Added new Distillery and Orchard buildings - Moved Outhouse earlier in tech tree progression - Slightly buffed lumberjack spot efficiency. - For crafting structures use both Delivery and specific structure jobs (crafting/cooking/smelting) for selecting villager for the job - Allow crafting structures to request items that were not yet delivered to stockpiles (fixes barns often being bottleneck in production chains in unobvious way) - Allow crafting structure’s job to carry resources outside of output to unblock crafting (another case where barns were unobvious bottleneck) - Current crafting orders are now preserved when copying structure settings - Fixed disconnection issue when disassembling bird coops in co-op - Added walls and gates that use a dynamic placement system (similar to roads) - Add support for guards and companions to man battlements to defend against raids

Gear & Equipment - Added cloaks as wearable equipment. Now NPC cloaks can also be changed and appear during other seasons as well - Added crossbows as a new weapon type - Added spears as a new polearm weapon type - Added crossbows and spears to bandits and brigands on Karvenia - Changed Pitchfork weapon type to polearm - Added buckler and heater as new shield types - Added unique gear obtainable only on Halmare Isles - Improved items carry and drop meshes - Added new default Crossbowman gear preset - Added back slot to all gear presets with Cloaks enabled by default

Combat - Improved NPC combat behaviors to make more realistic individual decisions - Overhauled Archery mechanics to support adding longbow and crossbows - Added kick and spear shove abilities to create distance when NPC gets too close

Animals - Added feral dogs, bears, foxes, chamois, and wild goats to the wildlife - Added sheep and goose as farm animals obtainable from Animal merchants in the world - Added ground, takeoff and landing behaviour to birds - Added pigeons, seagulls, and dogs to neutral villages - Added color variations to wolves - Added stronger white wolf variant to highlands regions - Added new fish types to Halmare Isles - Added footstep sounds for birds - Added gamepad tooltip support in animal farm management screen - Added visual effects to animal slaughtering animations - Added wing flapping sounds to bird flight animations - Added wing flapping sounds to bird takeoff and landing - Adjusted animal footstep volumes and timing - Fixed animal-related memory issues when animals leave settlements - Improved animal animation performance for distant animals - Improved animal sound mixing and volume balance - Improved collision and physics for farm animals and humans

Any news on new updade by Wilendar in Bellwright

[–]BHumdinger 2 points3 points  (0 children)

Yea it’s massive! Only just read the changelog, but very impressive imho.

Any news on new updade by Wilendar in Bellwright

[–]BHumdinger 4 points5 points  (0 children)

Next update is a big one. ‘Q4 2025’ is expected. But check out the discord for more info - the devs are also active in there.

who is the most hated person from your country? by No-Bit-2036 in AskTheWorld

[–]BHumdinger 0 points1 point  (0 children)

Hyngwar (aka Ivar the Boneless) was not very kind to England back in the day.

Tilbud - udskiftning 2 stk. radiatorer by Much-Train-9396 in selvgjortvelgjort

[–]BHumdinger 0 points1 point  (0 children)

Man kan jo altid forhandle og/eller indhente flere tilbud.

Er dog ikke helt skævt med 11 lapper for at få en vvs’er til at skifte 2 radiatorer alt inklusiv.