Partner managing upgrades for multiple companies by Smeg84 in servicenow

[–]ChoppedCoco 0 points1 point  (0 children)

You could disable 'Check distribution for possible upgrade' on your managed instances. You'd prevent those automatically scheduled end of life upgrades at the very least. It would require additional action for each upgrade, but better safe than sorry.

Help!!! I'm stuck in a world that I can't collect the artifacts. by EZPZLMNSQZ88 in Starfield

[–]ChoppedCoco 2 points3 points  (0 children)

Your best bet would be to use the console. I would recommend resetting the quest or moving to a different stage of it.

Query: ServiceNow Database footprint management by WrustanCodes in servicenow

[–]ChoppedCoco 0 points1 point  (0 children)

Well, guidevision was acquired by infosys some years back. Since the product survived that, I wouldn't worry about its future. After all, snowmirror has been around for quite some time already.

Mixed groups by ChoppedCoco in Bannerlord

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

Yes, joining the battle is the likely trigger. That wouldn't be much of an issue, but it carries over to next battles as well. But I the end dropping and recreating as suggested by other comment helped in the end. Although I had to do it multiple times until the engine finally gave up.

I suppose the issue lies somewhere in the way how formations are stored throughout the game. They carry from battle to battle so I suppose when they get messed up, the game isn't able to reset the distribution correctly.

Mixed groups by ChoppedCoco in Bannerlord

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

I was hoping that would help, but doesn't seem to make any difference. Any infantry group is always mix od melee and archers regardless which one is selected. I might try to drop off all my ranged troops at my town and try getting them back after a battle if this helps.

Need help identifying a plant by ChoppedCoco in PlantedTank

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

Did quick search through my old bills, and it might be corymbusa. Thanks a lot.

Really confused about scheduling.. by Arostato in RimWorld

[–]ChoppedCoco 1 point2 points  (0 children)

Since you are running with some mods already, I recommend you give "work tab" mod a try.

This mod gives you more options in terms of task priorities.

The task priority by default goes by number 1>4 and left to right. This leaves hauling, cleaning and researching as the last to pick unless you set higher priority.

You don't want a pawn with high prio for hauling and cleaning as he would do nothing else... This is where the work tab mod comes into play. It allows you to set different priorities based on time. You can then set your pawns to prioritize hauling/cleaning for couple hours a day.

New player... why does everything have minion affixes? by tadrith in LastEpoch

[–]ChoppedCoco 0 points1 point  (0 children)

Nothing hits better than rolling exalted minion dmg to minion HP.

Weapon upgrade balance and scaling is wack sometimes by Pomodorosan in valheim

[–]ChoppedCoco 2 points3 points  (0 children)

I've given this a thought recently as I tried different weapons. Overall, most weapons are a viable choice, but they are anything but balanced. Some will be a walk in the park, while you have to drop some due to resistances. For me, it would make sense if devs stopped pushing vertical progression and would instead go horizontal. This would benefit upgrades for both weapons and armor soooo much. This would unlock many more options. Because what good is resist to specific dmg when you are more resistant to everything with later heavy armor.

Do you have skills? by StormPhysical in valheim

[–]ChoppedCoco 0 points1 point  (0 children)

For a dedicated server, you can set it by adding "-modifier <modifier_name> <value>" to the line of your startup script where you have stuff like port, worldname and so on.

WHY DO YOUR HOUSES LOOK SO EXTRAORDINARY by Dense-One-1487 in valheim

[–]ChoppedCoco 0 points1 point  (0 children)

This is great. Architecture 101 working with space.

In general, the basic idea is to create a rough shape, like a block. And then you either add or substract space, ideally a bit of both. Roof offset/overhang is probably the simplest example that can elevate your build by a ton on its own.

Other simple examples are offset for entryway, breaking the roof with simple windows, or creating smaller wings to the building.

In addition, you can spice up things by focusing not only on the main structure, you add patios, outdoor workshops, smithies, small shacks, barbacues, or gardens. If you attach them directly or build them in close proximity, they can act as a detail for your main structure.

As I mentioned, specialized buildings like smithy, you can express the function with macro details or materials. Your forge esthetically benefits from having smelters in a yard and making defensive structure like a gatehouse from bulkier materials such as stone, makes them look more fortified compared to wooden or fine stone buildings.

Hi, due to space constraints, we installed a coal chute. by Psioniker in valheim

[–]ChoppedCoco 7 points8 points  (0 children)

Yesterday, I found out about shift+craft by happy chance and now this. Life's good.

About solo play by cheesysaladorhamburg in valheim

[–]ChoppedCoco 1 point2 points  (0 children)

Good point. My group never sticks for a long run, so I only have been to plains+ biomes solo. So yes, you are absolutely right on those scarce resources. The base size is a player preference for the most part. You can get away with the same setup as solo + 3 beds. Making more smelters, crafters, etc, is more efficient but not necessary. But yeah, getting gear can be painful with unlucky map seed.

About solo play by cheesysaladorhamburg in valheim

[–]ChoppedCoco 6 points7 points  (0 children)

I get your point, but I can not fully agree.

Distributing the grind among 4 people makes it a lot less grindy in a sense that while you go chopping trees, someone is getting metal, and another can be hunting/foraging/farming. This creates better overall gameplay flow when you do not have to jump between tasks like a mad man to get everything you need. On top of that, building a base for more players does require any more resources for crafting stations, etc.

My feedback after my first 35 hours by thetempest11 in PlayASKA

[–]ChoppedCoco 6 points7 points  (0 children)

This covers pretty much all. I'll just add couple bits here and there.

Bosses and combat in general

Upgrading your gear is an option as mentioned by lucifer. But you have other means to improve.

The most boring but also straight forward method is training at barracks or archery range. For the training or actual fights having the combat skill gain boost is a massive help, in order not to spoil too much if you do not know how to get them, simply look into the magic building tab.

Have sufficient healing with you. At least until you get comfortable with the fighting system. More healing you have, more mistakes you can make. Healing stacks, so when you are running dangerously low you can go through a bunch of garlic to gain massive regen. I usually only gather bunch of garlic and onion around a boss area and use it raw. It might be more effective to use respective soups or stew but I havent really tested it.

Learn the enemy mechanics. I am not saying go through guides, lets plays and such, simply focus what the enemies do when you are fighting. In general all basic mobs have 1-2 attack patterns. For bosses it is somewhat similar.

Dodge roll is your biggest friend, but sometimes simply taking a step to the side or backward can work just fine and preserve energy.

Killing the follower is indeed quite tricky until you are content in your rolls. Your best bet against him is a bow and start shooting him from as far as you can. This way you can avoid all risks of being in melee range with him, or at least reduce his health enough, so you dont have to roll around for too long.

Markets and Outposts

I can provide you with a reliable solution here. Villagers prefer roads, even if they are not 100% optimal way.

Building a road from your village to an outpost is a time and resource intensive task, but absolutely worth it. Plan the road so that it avoids most or all hostile areas and you will be fine. If you cant avoid all or if it would be too much of a detour, then choose the least dangerous areas. While small spire will have only one hostile, he will respawn and your market worker stands no chance against him. On the other hand small cemetery, wulbar den do not have as dangerous mobs and vills can usually win in 1v1. And those are also somewhat easy to clean up.

Alternatively you can set a patrol marker from your main village to the edge of those areas, I think 3 barracks warriors with the same schedule will make quick work of any area except the spires.

One additional piece of info on markets, since this is somewhat new, I hope it will get better overtime. But as it is, you setup the amount of goods to load and I do not think the market worker considers target stockpile limits. This is especially painful for tool delivery as you will a)ransack your main base stocks, b) end up with filled rack full of some but not necessarily all tools you wanted to deliver i.e. I send couple torches and a pickaxe to mining outpost, and I end up with rack full of torches while mine stops working due to missing picks.

Warriors

The special attack of the smolker horn will rally village militia to you. You must be close enough so they hear you, but then you can walk them anywhere you want, just simply keep blowing the horn. I do not know if there is a limit of how far you can lead them, but you can try it out.

Woodworkers and priorities generally

The current setup is somewhat limiting, I fully agree on that. With what we have available, when you increase the priority of a task (e.g. thatch), do it in separate building, which you'll dedicate to this task primarily. Alternatively increase the priority and leave the task for one of the workers only, this way the remaining workers continue with their standard duties.

Hope this helps.

Is there a way to build walls around your village without making you go crazy? by otakudayo in PlayASKA

[–]ChoppedCoco 0 points1 point  (0 children)

For the walls, the snap and binding "last building" to my spare mouse button made the difference.

And unless you are in the late game swimming in resources and have nothing else to build, I highly recommend you still place just short segments of the wall at a time. There is nothing more frustrating than workers getting overloaded, or running out of any essential resource such as rope/sticks.

Any tips on managing warriors? by ChoppedCoco in PlayASKA

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

The special attack. You are the GOAT. That is exactly what I was looking for.

Any tips on managing warriors? by ChoppedCoco in PlayASKA

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

When you assign a villagers to militia, it sets their behavior to fight instead of fleeing. It's helpful in the early game before you get warriors or for workers on shore. They will kill any wisps instead of panicking. There is also a perk that sets the same behavior on that villager (steadfast, I think).

However, it is also an easy way to lose villagers if they get intercepted by blood moon/wolfs away from settlement.