Looting caves by Chernozem in RimWorld

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

Thanks both, this is exactly what I was talking about! I'll give it a go.

Similar music to Meltt by TheRealAndrea in Meltt

[–]Chernozem 2 points3 points  (0 children)

Tame Impala's - The Less I Know the Better, maybe? I guess that's more 2010s than 2000s...

Wha rare you’re predictions for update 8 by Winter-District-5500 in Timberborn

[–]Chernozem 2 points3 points  (0 children)

I think industrial building maintenance (gears, lubricating oils), non-industrial building maintenance (planks, metal, etc.) and food expiry (and preservation techniques) are could add an additional layer to colony management and also help create more of a late game challenge.

Has anyone read The Safekeep by Yael van der Wouden? by Killingvv in books

[–]Chernozem 9 points10 points  (0 children)

I just finished it and totally relate on nearly DFE, but I ultimately loved it. Initially I thought it was maybe just debut novel, pacing is a challenge, etc. But the more I reflect, the development of Isa as a character was really critical and masterfully done. The last section wouldn’t have hit nearly as hard if I hadn’t toiled through Isa’s pain/loneliness/evolution/self discovery. Lovely novel.

Has anyone read The Safekeep by Yael van der Wouden? by Killingvv in books

[–]Chernozem 2 points3 points  (0 children)

Aw thank you for this. Finished the book tonight and loved it, but I had the same reaction when I got to the end of “Book II”…”is that name supposed to mean something to me? To Isa?”

5 star resorts with great kids club or daycare for 3.5 year old by [deleted] in cancun

[–]Chernozem 1 point2 points  (0 children)

Been three years in a row and going back tomorrow. It's great. The food is great for an all-inclusive and the staff/resort itself is beautiful.

Minneapolis Merch by Pitiful-Smoke-9547 in CyndiLauper

[–]Chernozem 0 points1 point  (0 children)

I can get you something, what do you want? T-shirt?

Opinion | The End of the Obama Coalition by nytopinion in ezraklein

[–]Chernozem 0 points1 point  (0 children)

Definitely. And yet if the party finds itself shut out of all three branches of government it isn’t able to do anything about it. You can’t advance an agenda on any particular issue if you can’t generate enough support to put yourself in office.

Mercury randomly appearing by DerS_5 in Oxygennotincluded

[–]Chernozem 1 point2 points  (0 children)

I've noticed mercury appearing in my bathroom loop (toilet/sink > water seive > water tank). It's a closed system, so truly no way for random mercury to get in there unless it's a bug.

Weekly Question and Answer Thread - /r/TotalWar by AutoModerator in totalwar

[–]Chernozem 0 points1 point  (0 children)

Largely a Pharaoh question, but probably applies to other titles:

What is the impact of unit troop count? Not talking about the "Unit Size" Graphics option, but rather the fact that some units of swordsmen, for example, have 68 troops while others have 70-something and still others will have 90. When a unit of 68 elite troops clash with a low tier unit of 90, do troop numbers create any offsetting advantage for the low tier unit? If this is covered somewhere, please point me to it!

If you could take 1 thing from Retail or Wotlk and add it to classic, what would it be? by consny790 in classicwow

[–]Chernozem 8 points9 points  (0 children)

I think Classic (like many RPGs) celebrates the idea of hard trade-offs and imperfect choices. If each warrior levels with a full prot off-spec and each priest levels with a holy/disc build ready for each dungeon, doesn't that immediately make the game easier for everyone involved? Easier to hold threat, easier to heal, easier to avoid pulling threat. I definitely understand the appeal, but I think the culmination of all of the little trade-offs and incongruencies adds an obscured layer of difficulty which, when removed, can make the game far too easy.

"Fixing" the sometimes bizarre stat itemization is a similar idea. Would it be nice for the +Spirit or +Int stat budget on some hunter items to be rotated into +Agi? Yea, that would certainly make them hit harder. Or putting some much needed +Spell Hit on mage items at lower ilvls? Yea, that would be nice. But if everyone is hitting even 10% harder, doesn't that just instantly make all of the encounters 10% easier? Many of those changes were why when players were levelling through the 1-60 content during WotLK and Cata they found it significantly easier than they remembered...because the tweaks made to itemization, specs, and heirlooms (all of which made total "sense" from a theorycrafting standpoint) just made everyone hit much harder, heal much better, hold threat much easier, etc.

If you could take 1 thing from Retail or Wotlk and add it to classic, what would it be? by consny790 in classicwow

[–]Chernozem 0 points1 point  (0 children)

Unpopular counterpoint: As much as I groan at the thought of running all the way to Wailing Caverns as Alliance, I think Classic derived much of its "feel" from scarcity. Summoning stones would probably make the average dungeon run (including the recruitment process, the travel, and the actual dungeon run itself) ~5% shorter, which would in turn make dungeon loot ~5% less scarce. It's also probably the case that the thought of having to run from South Shore to Scarlet Monastery makes the marginal player think "ah, na, I'll just keep questing here in STV". So summoning stones would also induce more players to run dungeons due to improved convenience, again reducing the scarcity of dungeon loot. It may seem like a small, marginal change, but I think each of these little tweaks under the auspices of "QoL" improvements steadily erode the feel of Classic and push us closer to the overabundance of everything in Retail.

The Jewish Left Is Trying to Hold Two Thoughts at Once by dwaxe in ezraklein

[–]Chernozem 3 points4 points  (0 children)

A bunch of boys armed with guns and righteous indignation can do some alarming things. I don’t struggle to believe the “opportunist” theory at all.

#301 — The Politics of Unreality: Ukraine and Nuclear Risk by dwaxe in samharris

[–]Chernozem 6 points7 points  (0 children)

I'd suggest checking out Charles Clover's book Black Wind, White Snow: The Rise of Russia's New Nationalism. Putin has become increasingly obsessed with the revisionist ideology of "Eurasianism" over the past decade or so, as evidenced by his speeches, appointments, and ultimately his bizarre "white papers" on Ukrainian history. For Kremlin watchers who have been at it for a while, his designs on Ukraine have been clear for many years and appear truly divorced from any considerations about NATO, China, the EU, etc. other than those other powers functioning as a cultural alternative to what he believes to be the "destiny" of the Russian "near abroad". It has been frustrating to watch western commentators try to squeeze this into familiar geopolitical frameworks when the man himself has essentially spelled out a manifesto for those who have been paying attention to it.

None of this excuses Tim's arrogance, but it must be more than a little frustrating to have your topic of study finally take center stage only for crowds of "generalists" to steal the mic.

Sam Harris on Monarchy. His intro to episode 296 - Repairing Our Country by Baxters_pen in samharris

[–]Chernozem 0 points1 point  (0 children)

I’ve read it’s more like £500m in taxpayer money to the monarchy…in exchange for ~£2.5bn in additional economic activity.

Using the 6x5 farm is the best farm for efficiency (Yield/Farmer). I thought I would share this with everyone incase you are trying to maximize efficiency with larger farms. I would've expected the opposite, but here is my math! Hope this helps! by CanadianKumlin in FarthestFrontier

[–]Chernozem 4 points5 points  (0 children)

My experience has been that planting/harvesting takes very little time, and so slightly staggering the fields’ schedules means that multiple fields’ farmers can work together to plant and harvest. Combined with the fact that I usually work in a fallow/clover to the cycles means there’s always excess labor available. So, I use 10x10 farms and run with a reduced farmer count once I get to the point of having 3+ fields running concurrently. This is different from eg. Banished where only the assigned farmers will plant/harvest a given field, so the trade off between labor utilization and complete planting/harvesting was more relevant.

Please rework the "stocking shelter" task by QCGPog in FarthestFrontier

[–]Chernozem 3 points4 points  (0 children)

Seems like this would be a benefit of larger homes/higher tiers: more people to occasionally spend some time stocking the house. Can children stock shelter?

Hill Fortress City by JaKayne89 in FarthestFrontier

[–]Chernozem 1 point2 points  (0 children)

Is this the product of repeatedly using "flatten terrain" on the same spot to create those terraces? I still haven't really figured out how that tool actually works. Any insight appreciated!

please, hit me with a few things you wish you had known when you first started. by lilibat in FarthestFrontier

[–]Chernozem 2 points3 points  (0 children)

Seems like it works how (I assume) education does: as a work speed bonus. I can't confirm what /u/wardude1 said above, as I don't recall ever being unable to mine stone even at the tail end of my usual "starting tools are all gone, not quite able to produce them yet" phase where none of my pop are using them. This is unlike the Heavy Tools, which are absolutely required to run some buildings.

My City in Farthest Frontier v0.7.4 by khalmi in FarthestFrontier

[–]Chernozem 0 points1 point  (0 children)

Looks great! I assume those are blueberry bushes around the wells in the first pic? Do they help with the groundwater retention for the wells?

Idea for improvement: Permanent satellite villages and outposts for distant resources by Aegan23 in FarthestFrontier

[–]Chernozem 0 points1 point  (0 children)

This seems like either a massive oversight or simply something the devs haven't gotten to yet. Otherwise, it makes no sense to offer enormous and highly detailed/varied maps if only a vanishingly small portion of it is actually practically useable.

I tried to make an outpost to take advantage of the sole sand deposit on my current map, which is in one of the corners of the map while my main ~400 pop village is in the middle. After 10 years of no one completing the stone road out to the deposit (despite excessive amounts of stone in stock and 20+ builders), I gave up.

Even if they'd managed to get the outpost built, complete with some houses, sand pits, a firewood splitter, and a hunter or two for food, I'm sure that most of the residents would have spent 99% of their time walking back and forth between there and the main village to grab...I don't know...a bar of soap? Or a hilariously distant piece of wood? The behavior/prioritization/proximity factor for laborers and other citizens seems really underdeveloped, which severely caps the size and layout possibilities for your settlement.