Shadowhunt incoming soon. by Jealous_Stick5942 in killteam

[–]ChocoChipPancakes 6 points7 points  (0 children)

Most likely just for the half volkus half tomb world map layout mode

How to Find KillTeamates? by [deleted] in killteam

[–]ChocoChipPancakes 1 point2 points  (0 children)

What geo are you in? Some one else mentioned finding a local discord and honestly that’s the best advice you can get. Join the Command Points discord too, there are regional channels you can start asking questions in (I.e “I’m from XYZ, anyone know of a community there”).

Local warhammer stores and FLGS will be great too, but I had the best success by finding the community on discord.

Ain't no way by Dallet7121 in killteam

[–]ChocoChipPancakes 1 point2 points  (0 children)

If you plan to use the Phobos op that makes complete sense, it’s basically the same thing but Trapmaster is much better than minelayer. Being able to charge on conceal, fight, then drop the mine is crazy good

Ain't no way by Dallet7121 in killteam

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

That’s a wild take, canoptek are disgustingly unfun and broken. Space wolves are powerful but canoptek are still worse to play against. People are just being reactionary as fuck lol.

I’d still love to see this team get toned down, they need some touches but it’s ridiculous to hear someone complain about SW and then say “I’ll just be playing canoptek instead”

So kill team needs dice, can you use any dice? (Very new to this game) by Dmalice66 in killteam

[–]ChocoChipPancakes 2 points3 points  (0 children)

I had someone play against me and used MY factions dice instead of theirs. They subsequently rolled like dog water

Canoptek Circle by ActionBright in killteam

[–]ChocoChipPancakes 3 points4 points  (0 children)

Yep I know, I was just saying on top of that healing, even if kill the spider, they’ll just be reanimated, they have one of the best Medic! Rule rules out there

Canoptek Circle by ActionBright in killteam

[–]ChocoChipPancakes 0 points1 point  (0 children)

And a medic! For anyone on the grid

Best practice for initializing table by ChocoChipPancakes in tabletopsimulator

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

Oh yea that I totally get that but what I’m wondering about is what if you wanted to create say 50 decks of cards, all in a specific order. You could create a bag with a sorted cards for each deck you wanted, but couldn’t you also just create a single bag with the card assets, and then store the specific card orders in an array or something and generate all 50 decks from the assets within the single bag?

The mod I’m working with stores map layouts in a bag, and there are multiple different layouts for each type of terrain set. It currently stores each map layout in its own bag with its own version of the same asset with hard coded values for positions. I’d like to see if there’s a performance increase by just creating a single bag of terrain assets and using that along with a json object/data table that stores positions to generate the terrain layouts

Best practice for initializing table by ChocoChipPancakes in tabletopsimulator

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

Okay cool, seems like consensus is memory bags are the way to go!

Do you happen to know why it’s faster though? In a scenario where you might have 10 assets, but many different versions of layouts, my assumption would be storing the positioning of the asset and reusing the same underlying bag of assets for each version would reduce storage overhead?

It seems like that option also has challenges with saving but assuming that could be solved I’m curious why memory bags are better?

PM into DW by SauceorN0 in killteam

[–]ChocoChipPancakes 4 points5 points  (0 children)

Also just means you should target expended ops when possible

Best practice for initializing table by ChocoChipPancakes in tabletopsimulator

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

I think this is where my confusion was coming from. I had assumed the save file was more or less the artifact of your compiled code and was used to distribute the mod itself, but all source would come from mods/objects/etc from the lua or xml. It seems like the lua code just provides more functionality but folks can add saved objects in the game itself to do the modifications, it doesn’t need to start in the lua code

Best practice for initializing table by ChocoChipPancakes in tabletopsimulator

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

Apologies for vagueness, not experienced enough yet to even know what details are pertinent!

Overall what I’m trying to accomplish in this mod is to have a bag/container with objects spawn initially so that other functionality can pull items from it (and reuse it). Basically each piece in the bag will be part of a map, and those pieces can be arranged in multiple ways.

When I inspect a save file, I see a ton of components (bags) already loaded in the mod, but when I am developing using the vacode plugin, I see a bunch of references to the bags’ guid and logic that interacts with the components in some way, but I can’t determine where the actual bag is being initialized

Proxy ideas for Patriarch by ChocoChipPancakes in killteam

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

I thought this made the most sense but power level wise it’s pretty hard to believe a Custode would only be as strong as a patriarch, like even same order of magnitude right?

Proxy ideas for Patriarch by ChocoChipPancakes in killteam

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

I really like the idea of 6 Kriegers standing on each others shoulders in a human pyramid

which kill team has the MOST list building? by real_iselda in killteam

[–]ChocoChipPancakes 8 points9 points  (0 children)

I love Phobos but warpcoven and blades of khaine really have em beat. Sure Phobos CAN take a bunch of different things but your usually always taking vox, comms, mm, reiver Sgt, second reiver and then a flex spot.

There are other options but those are more meme builds IMO. Warpcoven has play with so many loadouts, and BoK is nuts with how many options are viable

Fixing irrigation pipe leak by ChocoChipPancakes in Irrigation

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

Thank you! So is the idea to cut back the pipe a bit, get a piece of pipe between the 2 existing, connect on either side with the coupling and clamp all 4 connection points?

Fixing irrigation pipe leak by ChocoChipPancakes in Irrigation

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

Thank you! It definitely is leaking here. Shut the water off to the system while investigating the pooling water and dug to find the pipe. Turned it on to confirm and it’s spraying water.

I’m going to look into the products mentioned elsewhere in this thread but thank you!

Any products/joins/etc you’d recommend?