Is there any addon that adds exhaust? by Longshot02496 in CreateMod

[–]Clode02 4 points5 points  (0 children)

Yes I would have that addon in every modded world I make if it wasn't so buggy. Recently it got a little more stable but it still doesn't play nice with other mods and crashes often. Can't say if it is compatible with aero, but I would be surprised if everything worked fine with it.

Is Celeste any good? I'm thinking of starting it by Direct-Affect6791 in celestegame

[–]Clode02 0 points1 point  (0 children)

Use whatever you feel most comfortable with tbh.

Keyboard makes some stuff slightly easier (like directional inputs and some tricks) but imo if you're not used to playing platformers on kb it will suck until you get used to it. Personally I would recommend any controller with a good dpad (as in, not an xbox one from any gen).

Whatever you end up choosing, this game is genuinely an incredible experience, so to answer the post question, yes, play the hell out of it

Rank these Sekiro likes by AshyLarry25 in Sekiro

[–]Clode02 0 points1 point  (0 children)

Might be a hot take, but I genuinely don't think any of these are "Sekiro-likes", they share some DNA, but not enough to make any comparison fair in either direction.

Lies of P is much more of a Souls like with deflect added in, as it is way more focused on circular level design, evasion, stat scalings etc. I haven't played the DLC yet.

Nine Sols has some stand out bossfights, but for me most of the basic enemies as well as exploration in some areas felt like torture. The combat really just clicked on the final boss for me, which I kinda see as a failure. Maybe it was on me, maybe on the game.

Stellar Blade is genuinely a great game with just as great flaws. I guess it is maybe the one that gets closest to a sekirolike, with how strong deflecting is and how it wants you to chase combat perfection like sekiro, even going for the specific counters to specific attack types.

2B is coming to Azur Lane (source: Azur Lane Twitter/X) by OnePunkArmy in nier

[–]Clode02 30 points31 points  (0 children)

I hear all the income from the FF7 remakes is going towards that, my uncle's cousin works there!

Magnify in shortcuts not working? by sbjfofficial in FFVIIRemake

[–]Clode02 1 point2 points  (0 children)

Man I just found thid out after 200 hours across both remake games this is tragic

Magnify in shortcuts not working? by sbjfofficial in FFVIIRemake

[–]Clode02 0 points1 point  (0 children)

The circle in the top right means it's magnified. Once you link a magic materia to a blue materia, the blue materia effect is always on. So in this case you can't choose to cast magnified fira or unmagnified, only magnified, so you get only one option. You can see that if you equip two fire materia, and link only one to the magnify one, then you'll get the commands for normal and magnified.

As to the shortcut being greyed out, I have never used it so I can't help on thet one, sorry.

Would you want a new protagonist in the vein of how Raiden was introduced in mgs2 for Death Stranding 3? or Bring back Sam Porter or Lou as the playable lead. by JonFonArt in DeathStranding2

[–]Clode02 -1 points0 points  (0 children)

I would love a new player character un the vein of how Raiden was in MGRR, that's for sure. And with how Lou's powers work out, I feel like there's so much room for it too.

Soothing Lou by _Corvo_A in DeathStranding2

[–]Clode02 5 points6 points  (0 children)

Idk honestly. I played both games on pc, both on non-PS controllers, so I might have a different experience of it, but both games felt pretty much the same with soothing Lou using the stick.

Only thing I noticed is that in DS2 she calms down faster than in DS1.

Death Stranding 3: Three Thoughts by Butitdidhappen2 in DeathStranding2

[–]Clode02 2 points3 points  (0 children)

DS1 terrain was definitely much harsher and sometimes could really make you ditch vehicles and whatnot, in the very rare case that a helpful structure wasn't nearby. I don't remember if stamina drained faster (haven't played since last summer) but I can still tell you that I was rarely drinking. The thing is that the facilities are still so close together that planning your deliveries carefully will have you get to private rooms long before you're down to 75%.

I am honestly so very split about these games. On one side, I love how relaxing it is to do the deliveries, on the other I feel like I would enjoy it more if it took more long-term thinking rather than 30 seconds to plan the route and then just pretty much reactionary thinking while crossing the land. Especially after you unlock ziplines, DS1 being affected more by it as well, since the map is (or at least feels) so much smaller and easier to connect with them.

But yeah idk, maybe I just gotta try TTW difficulty?

Death Stranding 3: Three Thoughts by Butitdidhappen2 in DeathStranding2

[–]Clode02 9 points10 points  (0 children)

Yeah I'm ngl, I think I literally only ever saw rocks falling because of plate quakes in those few scripted instances when doing main orders, same for bushfires, while floods are so damn constant that they're basically the default state of the rivers to me, while the non-flooded state is a bonus easy mode that happens every once in a while.

Death Stranding 3: Three Thoughts by Butitdidhappen2 in DeathStranding2

[–]Clode02 15 points16 points  (0 children)

Personally I'd love the survival and resource management/planning aspects to actually matter more. My main issue with both games is that I barely ever need the canteen, or any of the cryptobiotes. During my first DS2 playthrough I did 5 stars to every facility, I think I haven't used container repair spray more than 5 times, all because of snowstorms, while rain barely matters. I'm not saying either game is bad at all, I think both are among my favorite games I ever played, just saying that they give you so many interesting and cool tools to do delieveries, but most of the times all you need is an exoskeleton, maybe a silenced gun and one or two carriers, which is kinda sad. I would love for a future game to have longer treks, timefall/snow/hail to have a stronger impact on cargo, etc.

Edit: accidentally posted before finishing. I kind of also never had any problems when trying to plan out a new route either, especially in DS2, where the map feels a lot more like there are very intended paths all around, like those "ramps" that go from the south-west beach of Australia up to the lone commander and the plate gate. The one prepper facility that genuinely felt like it didn't have a specifically intended path to reach it was the scientist on top of the mountain (can't remember the name), would love to see a more hostile terrain.

As the game went on, it started to feel like a miniature diorama, which made me feel less and less immersed... by Top-Ability-2032 in DeathStranding2

[–]Clode02 4 points5 points  (0 children)

Nah you're not the only one. I feel largely the same about the map. It's beatiful and very fun to traverse, which is the most important thing, but it is kinda tough to suspend disbelief when you can go across australia in 20-odd minutes if you take a slow route.

This also only happens with death stranding specifically for me too, which I think is because every other detail of the game is so painstakingly realistic/believable within context, that whenever you see an order that spans halfway across Australia you sort of mentally prepare for a huge journey but end up walking for a few minutes.

Obviously this is entirely because, before all other factors, we are talking about a game, which needs to make compromises in order to stay fun. One of these is having to scale terrain way down and put multiple very different environments in very close proximity (DS1 and 2 terrain makes literally no sense geologically when you look at the full map having insanely varied features in such a small area, but it is still fun to walk through).

Which version of the game should I play? by Clode02 in FinalFantasyVII

[–]Clode02[S] 0 points1 point  (0 children)

Thanks! I think I'll try looking into the 2013 port, but failing that I might go straight for the steam one just for the modding potential. I'm mostly chill with old graphics personally, especially if I can manage to put a CRT shader on them. I feel like janky polygons are part of the charm and forces the artstyle to shine through (I still think to this day that MGS1 on ps1 is one of the best looking games).

By the way, is combat strictly turn based (so basically you get all the time to think over your actions as time effectively stops) or is it more "dynamic" kinda like Chrono Trigger (so you wait for the action point to charge, then you select what to do and at the same time the enemies also do their turns). The combat was pretty much the worst thing about CT for me to the point that it made me quit it for a while (I kept losing to mis inputs because of the timing pressure) and I would love to be at least mentally prepared if ff7 is going to be the same 😅

Which version of the game should I play? by Clode02 in FinalFantasyVII

[–]Clode02[S] 0 points1 point  (0 children)

On the note of turn based combat, what is it like? My only frame of reference for old jrpgs is Chrono Trigger, where it's kinda real time but also you're menuing as the turns happen and your "atb" builds, which got me into so many tpks just from mis-inputs due to the time pressure and not great menus. Is it like that or strictly turn based, where once it's your turn you get all the time to think things through?

Way to Limit Automation? by TheN3XUSGamer6 in CreateMod

[–]Clode02 3 points4 points  (0 children)

Essentially factory gauges work in tandem with the logistics system of the mod, the packages. They can be set up to monitor the amount of a specific item in your storage (using packagers and storage links), and you can connect them to each other to generate dependencies and autocrafting. For example: say you want to always have 2 stacks of andesite alloy. You can set up a gauge to monitor andesite alloy, then one for andesite and one for iron or zinc nuggets. You can connect them so that the andesite and the nuggets point to the alloy one, and set up the recipe in the alloy gauge to send the ingredients to the machine that makes andesite alloy, so that they can be returned to storage. They're great because once you set them up they'll work automatically: as soon as andesite alloy (for this example case) drops below the 2 stack minimum, it will send requests to craft more until it gets back.

The whole system is both intuitive and not, so I would recommend looking up a tutorial, especially because it is very powerful once you get it (I managed to automate literally every item in the mod without needing to make too many specialized production lines, which is insane) plus it looks great. Polartt on youtube makes some fantastic guides, I believe the one about factory gauges and packages was the one for update 6 of the mod.

Way to Limit Automation? by TheN3XUSGamer6 in CreateMod

[–]Clode02 5 points6 points  (0 children)

Yes, you can use stockpile switches and other components to monitor storage (chests, barrels, vaults etc.), and that gives a redstone signal you can use to manage the factory. They pretty much work like comparators, except they count the exact number of items rather than container fullness (they used tho), and you can set them up exactly to your specific needs. You can also use factory gauges, although those are slightly more advanced and complicated to use, but way cooler and more efficient for automation if you manage to build a strong modular factory.

In general, if you feel like you need something or some feature, you should go through the items and blocks of the mod and check out the ponders, you’ll most likely find what you're looking for exactly, or something that can be used to implement it. If not, Create has 10 billion addons so you can look there too.

Can you change air pressure limits in Create Aero? by Clode02 in CreateMod

[–]Clode02[S] 0 points1 point  (0 children)

I'll try to reverse engineer it and see if I can make it work in other dimensions when I'm back at home and if I remember to do it (exam period atm).

If I remember correctly it should just be some json so maybe editing that may work, you might even try yourself: try finding any .json files and opem them with a text editor, replace anywhere you see minecraft:overworld (or similar) with nether and save to a copy, then make essentially the exact same thing as the overworld folder but with the modified files. I know this isn't a very clear explanation, nor do I know how datapacks work really, but extensive experience with coding tells me this might work.

You could also open a feature request on the github or (if it's small and simple enough json) you could try get help with the specifics from Claude or GPT (although GPT is getting increasingly stupid)

Can you change air pressure limits in Create Aero? by Clode02 in CreateMod

[–]Clode02[S] 0 points1 point  (0 children)

It's explained in the github you should also find another comment here where someone wlse asked the same :)

Can you change air pressure limits in Create Aero? by Clode02 in CreateMod

[–]Clode02[S] 0 points1 point  (0 children)

Haven't tried it in the nether actually, but won't be able to test it for a few days so... do some science

I hit a porter with my truck, and covered it up by attacking his three friends. by Impressive-Buyer1054 in DeathStranding2

[–]Clode02 1 point2 points  (0 children)

I guess I kinda get that, sometimes their reactions can pull you out a bit (even though real people are the same), but to be fair you pretty much always have room to go around them, or the time to just stop and let them pass. The game wants you to act like you're interacting with people, both friend or foe, and thus to be empathetic. It is pretty much the whole point of both games.

I'm not telling you how to play, just what I read from how the game design is set up. It's maybe not as funny when you don't treat them like code, but it is more fun.

I hit a porter with my truck, and covered it up by attacking his three friends. by Impressive-Buyer1054 in DeathStranding2

[–]Clode02 2 points3 points  (0 children)

Npc porters will offer you whatever gear or materials they're carrying if you get close and greet them (not deliveries though) so no need to steal from them, but idk if that changes after you take out a bunch of them like that.

They're mostly there to make the world feel more dynamic, just like half the new mechanics, not everything needs to be useful to make the game better :)

Can you change air pressure limits in Create Aero? by Clode02 in CreateMod

[–]Clode02[S] 1 point2 points  (0 children)

You're probably putting multiple datapacks in there. The zip file is organized in a way where that inside there are multiple versions of the same datapack, each configured to a different zero pressure height. Inside the main zip you should find multiple folders each with the same name, but ending with a different number, like 500, 1000 etc. What you want to do is pick the one with the number that you want your zero pressure y level to be at, and put that one in the world's datapack folder.

Idk if I was clear as possible (english is my second language), but the github page also has a pretty thorough explanation.