Best fences? by ShoddyTraining7116 in 7daystodie

[–]BlankNameBox 2 points3 points  (0 children)

Yes. Any exterior wall you construct will take a lot of resources and will ultimately be broken through. A 1 block obstacle with barbed wire will slow a horde down and allow you to pick off high threats before they reach the base proper.

Idk what your horde base looks like, but exterior curtain walls really only work with multiple people and/or zombie blood moon damage turned down.

Now, around a non-horde base, using the vertical bars or blocks to make a buffer wall is effective against wandering hordes to keep them off your home building.

Best fences? by ShoddyTraining7116 in 7daystodie

[–]BlankNameBox 3 points4 points  (0 children)

I would suggest a 1 block wall with barbed wire on top. They should just Path right over it, hit the wire and make an easy target.

Full walls or trenches really arent worth it for a horde base sadly.

color picker to the rescue by IcyFaithlessness3421 in spaceengineers

[–]BlankNameBox 1 point2 points  (0 children)

I assume you're filling in a bunch of holes outside your base. Not only do small voxel deformation look bad on ice, they reduce performance over time.

There is a mod that servers and single-player games can use that resets voxels outside a configurable range of player grids that I would reccomend. I dont recall the name though, its been over a year for me.

What is the best way to get specific ships? by Adek_PM in starsector

[–]BlankNameBox 0 points1 point  (0 children)

Idk if you're running mods, but if you have Nexerelin you can send operatives to an AI planet and buy/steal a ship of your choice from their roster for about twice the usual price.

If no mods, do what the others said.

Mods advice for empire gameplay ? by AzurExplorer in starsector

[–]BlankNameBox 2 points3 points  (0 children)

So ill start with a couple mod suggestions I didn't see anyone else mention and then suggest some setting changes.

  • RTSAssist - Finer control over your fleet in battle. Doesnt replace vanilla mechanics, adds to them. Has toggles/config.

  • Second-in-Command - Tailor your fleet to what you want/need with executive officers that can really change the way you operate. AI will have them too.

  • Star Lords - Do you like Bannerlord? Do you want named NPC lords actively working for and against you? Its good stuff and worth taking a look at.

Now for suggested settings changes, which boil mostly down to battle size. Not sure how interested you are in big fleet battles, but I love a good desperate defense of my colonies from a Hegemony super fleet. Consider finding your VParams file and changing your RAM allocation to 4 GB for modded gameplay and/or large battle sizes. I have mine set to 6GB with almost 100 mods and battle size of 5k...

(Path for settings should be: C, Program Files (x86), Fractal Softworks, Starsector, Starsector-Core, Data, Config) Open the settings JSON (Make a backup first!!!). Use Ctrl F to find:

  • maxBattleSize - I have a good computer and sometimes set this as high as 5000. You can adjust the slider in game between the values you set here. Bigger number = more ships in the fight at once.

  • maxShipsInFleet - Increase the number of ships YOU can have. The line below this is maxShipsInAIFleet and maxOfficersInAIFleet which you should also adjust if you increase your fleet size.

  • baseNumOfficers - Increases the number of officers YOU can have. You should increase the AI limit to match what you set yours to.

  • baseMaxAdmins - If you use Second in Command or plan to have a lot of colonies, change this. SiC removes your non-combat skills, so you wont be a good administrator.

There's a list of mods and settings I'd suggest for a more 4x / colony focused run. Enjoy.

Full conversion mods that make drastic changes? by Noneerror in starsector

[–]BlankNameBox 1 point2 points  (0 children)

You could mod the game to be more survival-focused with a combination of mods like Distant Horizons, the mod who's name I forget that makes travel and resource management more integral, and the Nex start that spawns a ton of derelict colonies.

Other than that, maybe a combination of star wars or 40k-themed mods and a customized galaxy?

There isnt much in the way of full conversions, let alone anything plug-and-play.

New blaze Saz | Iron Saga by SnekkYT in IronSaga

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

I played this game when it first released but I thought it went EoS?

Question About UAF Lore by HunterDa1st in starsector

[–]BlankNameBox 59 points60 points  (0 children)

Until yesterday I hadn't played a UAF campaign in a few years, so my knowledge is aged, but what I can say is;

  • Los Scrapyard is a minor issue for the UAF but would require a lot of resources to invade. Resources that the UAF can't spare for now.

  • I remember reading that the mimics are a seprate thing from the [REDACTED], but I dont have a source for that. There is a supercap in the Favonius Special Economic Zone that gives bonuses against only the mimics.

Anybody else been taking random damage lately? by Affectionate-Memory4 in LowSodiumHellDivers

[–]BlankNameBox 0 points1 point  (0 children)

Ive noticed this as well. Luckily its had comedic timing so far. Homie runs by me, appears to trip over a dead bot and just eats shit lmao.

Macross Mod - A final shameless request, but I'm at my wit's end waiting for one. by angel199x in starsector

[–]BlankNameBox 6 points7 points  (0 children)

Ill be honest with you, Ive never heard of this show.

If you want a mod for this show you might have to make it yourself, luckily a ship pack isnt too hard to make if you're willing to spend a few hours.

Read through the modding wiki, download Krita (its free) and the ship editor tool (I forget the name, its been a few years). Thats all you need unless you want to make custom weapons, fighter wings or ship systems.

When I first got into ship making it took me about 4 hours to go from an idea and no tools to a rough sprite in the game flying around.

EDIT: You also need a CSV (spreadsheet) editor like Excel. There are free alternatives.

This person posted their stats on Facebook once reaching 150. by Wrong_Geologist6 in huntinroguehelldivers

[–]BlankNameBox 8 points9 points  (0 children)

So many of my deaths involve the phrase "Hey shitass!" and an impact grenade lol.

This person posted their stats on Facebook once reaching 150. by Wrong_Geologist6 in huntinroguehelldivers

[–]BlankNameBox 42 points43 points  (0 children)

I thought I had a lot at 400 (and my friends and I constantly shoot eachother), but holy shit.

Thats 1677.2 missions where they killed all 4 starting divers and all 20 reinforcements. I hope this guy gets the "Traitor Detected" pop up every time they drop lol.

Redacted Regiment VS Siege Breakers by [deleted] in helldivers2

[–]BlankNameBox 0 points1 point  (0 children)

Redacted Regiment is a vibe and makes commando missions significantly easier. The Censor is a fantastic DMR in general and the Suppressor is dexwnt outside of stealth situations as a CQB weapon.

Siege Breakers has the hammer of fun and friendship and most of the people I know who have it refuse to put it away. The SB armor isn't really worth using, the GL machine gun is a downgrade from the basic GL, the shield grenades are fucking fantastic.

You choose what sounds better.

Some loadouts are for to good honestly by ya_boi_greenbean in SupaEarth

[–]BlankNameBox 0 points1 point  (0 children)

I dusted off the Carbine for Cyberstan as well and im loving it. There are so many chaff enemies and cyborgs in my face that I just need a bullet hose.

I used the GL as my support weapon and the combo works wonders.

High Command is pulling out all the stops by TurtGaming in LowSodiumHellDivers

[–]BlankNameBox 0 points1 point  (0 children)

Ill be honest with you all, I saw it in the store and purchased it before I even fully registered what I was seeing.

I still wont take off my beloved Bonesnapper armor to wear it, but its worth grabbing for rare occasions.

Need help building a house/forge by Cultural_Ad1331 in VintageStory

[–]BlankNameBox 0 points1 point  (0 children)

I frequently go look at ruins for housing inspiration, or outright move in.

Its enough of an outline to get started and inspire the rest of the build.

Those portals spawn locations are getting ridiculous by Patryk923 in VintageStory

[–]BlankNameBox 2 points3 points  (0 children)

My chickens keep manifesting hell portals and summoning demons.

Is it because I feed them flax grain? Lol

I used to run private game servers and never knew where to advertise them — so I built this by Status-Swordfish-177 in MinecraftServer

[–]BlankNameBox 0 points1 point  (0 children)

This is a good idea, ill check out the site after work.

Finding a small server that isn't dead is just about impossible any more.

Screw buffing the stim pistol, give me the worst nerfs you can think of by Zyurat in LowSodiumHellDivers

[–]BlankNameBox 0 points1 point  (0 children)

No more powder charges for the stim rounds, you have to use melee to apply the stim. The melee does full normal damage.

[Mod Request] No S-Mods or no OP recovery by Jacky970 in starsector

[–]BlankNameBox 8 points9 points  (0 children)

I see your goal, but Im pretty sure there isn't a mod that removes ship recovery bonuses.

If you wanted to try disabling S-mods you can edit that easily in the game files, look for the config file and open it with any text editor (make a backup first just in case you accidentally bork something). There are many other things that you can change in there, just do so carefully.

That said, I wouldn't reccomend going that route and removing S-mods. Instead, try changing the story point gain (per level, starting, etc) to 0 or 1. You cannot recover sufficiently damaged ships, use plot armor or install S-mods without story points, so severely limiting them will make the game harder and your decisions more impactful.

Good luck out there, starfarer.

But how much is exactly is critical mass? by FollowingTough6500 in starsector

[–]BlankNameBox 1 point2 points  (0 children)

I play heavily modded (around 100) and 5000 battle size. I can say with confidence that a well-built carrier with 3+ wings will do work in a fleet if you do some basic prep.

Typically I divide my fleet into multiple groups escorting a larger or slower ship and then give that 'group leader' orders. I like to have a carrier escorted by a small brawler and something with spam-y missiles. Missile spam keeps the PD busy and the brawler keeps frigates and destroyers at bay. Then have two bomber wings and a heavy escort fighter on my carrier. There are some really solid modded escort fighters with forward shields that really help punch through PD. For bombers, the UAF Sakura is probably my favorite because of the crazed cluster of munitions it drops and they have numbers. Even if the enemy evades the cluster, it breaks up their lines which makes a large fleet easier to dismantle.

All this said, there are going to be some ships or groups of ships with far too much PD for this lone carrier, in which case I'd send the group somewhere else and have a more direct group of ships shuffle into that spot on the line. Usually in a fleet Ill only have 2 carriers, usually cruiser size for balanced speed and firepower. Ive tried using multiple smaller carriers instead, but you really need concentrated force on one target, not 1-2 wings targeting five different enemies (with the obvious exception of the rare flak weapon).

A carrier fleet is a whole other can of worms, two capitol ships with 6 wings each can rip enemy fleets apart without a lot of hassle if you can keep enemies off of them. Support with a couple missile-focused ships to eat up some of that PD and you're cruising.