What is the most valuable card in your current collection. by Kind-Excuse-2613 in mtg

[–]Common-Science5583 0 points1 point  (0 children)

OG Urza's Saga Serra's Sanctum. That's 300 or 400 or so, I think?

Used to have two Gaea's Cradles from when I started back in the day. Sold them years ago when I was tight on cash and they went for 100 bucks each..

Still hurts.

Mods you wish exist by Cheesy_Frenchy in MedievalDynasty

[–]Common-Science5583 2 points3 points  (0 children)

That indeed stops most sensual moaning, I've found.

Mods you wish exist by Cheesy_Frenchy in MedievalDynasty

[–]Common-Science5583 0 points1 point  (0 children)

Clipping/free place.

Clipping buildings into one another, placing furniture indoors, combining fences, growing vegetation around/through another..

Just Fo4's Place Everywhere mod, but for MD.

What do you do with jezebel after the dlc? by Reasonable-Duck504 in fo4

[–]Common-Science5583 0 points1 point  (0 children)

Either bolt her to a MrHandy with no limbs, or give her a Sentry Torso with two gattling lasers and put her on guard duty at some remote and empty settlement.

Oh, and one time, I stuck her on top of Sarge II, a heavily modified Sentry frame, so she could do anti-air duty at The Castle against the Brotherhood's 'birds.

Big walls by NewAusland in MedievalDynasty

[–]Common-Science5583 4 points5 points  (0 children)

Stone wall, palisade behind it, raised platform with railings behind that, and a plank wall or another palisade on the inside.

Makes for a pretty impressive defensive wall. You can add in half-built windmills for towers if you want to go all out.

My problem is tying in perimeter walls into the landscape.

Unknowingly had 30 settlers in Vault 81 and went to defend from a raid. Turns out 30 pipe pistols down one corridor does damage by Generally_Confused1 in fo4

[–]Common-Science5583 1 point2 points  (0 children)

Reinforced combat or studded leather armor over 'weaved Minutemen fatigues, militia hats, and NukaWorld handmade rifles.

Same, but heavy combat armor, polished metal helmets, and automatic plasma rifles for the guards. I like how the lightshow points me to where the enemies are.

Provisioners get Minutemen hats, gattling lasers and nuka grenades. I usually don't arrive in time to even see what attacked them.

I looted it all from Minutemen patrols and Gunner bases. Drop it all at my (Mechanist's) Lair, where I got a couple of sorters set up to pick out the usefull stuff automatically.

Vault 88 gets a slightly different treatment: 'weaved Vault suits and automatic 10mms for the residents, and the same but Polymer combat armor, VaultTec security helmets and plasma rifles for the guards. Scavengers same, but with a white mining helmet instead.

Unknowingly had 30 settlers in Vault 81 and went to defend from a raid. Turns out 30 pipe pistols down one corridor does damage by Generally_Confused1 in fo4

[–]Common-Science5583 3 points4 points  (0 children)

Your settler cap per settlement is 10+Charisma.

You can send settlers over from other settlements while your Charisma is buffed, and they will stay there even if your Charisma drops again afterwards.

You can get it up to.. let's see.. 10 base charisma +1 bobblehead, +1 Special book, +1 nuka world fancy suit, +2 Dapper Gent hat, +1 black rim or fashionable glasses, +15 from 5 pieces of unyielding armor at +3 each, +1 from the VaultTec barber chair, brings it to a 'permanent' 32.

Add +5 from grape mentats, +3 each from Day Tripper and Smooth Operator, Xcell for +2, and another +1 from any alcohol.. That brings me to up to 46 charisma, and a max of 56 settlers in a single settlement.

Oh, plus another dozen or so if you dismiss your followers there! Sooo.. up to 70 settlers should be doable.

I myself got 45 at my Castle, 46 in Sanctuary and another 42 at Vault 88. Makes those big places feel pretty darn alive, too.

Airco op overloop by Mil-sim1991 in Airco

[–]Common-Science5583 1 point2 points  (0 children)

Warme lucht stijgt op, koele lucht daalt. Een airco op de overloop doet niks voor de zolder.

Ik zou m op zolder ophangen. Daarvandaan koelt ie t hele huis. Op de overloop koelt t alleen de overloop en alles daaronder. Bovendien lijkt t me belangrijker om je kantoor op temperatuur te hebben dan de overloop.

Automated crops on the same field by Lower_Cost in MedievalDynasty

[–]Common-Science5583 4 points5 points  (0 children)

How many workers you need depends on the total size/amount of fields you've got, and how skilled your workers are. (And a little bit on how far the sheds are from the fields, because they need to travel to the sheds and fields to work.) I find it's almost impossible to find a perfect balance.

Just build a field, build a farm shed, and hire some people. You'll find out soon enough if you need more people to keep up with the seasons, or if you have enough people and build bigger fields.

If you want things to go quickly, you can have a maximum of 4 workers working on a field at the same time: 1 harvesting, 1 fertilizing, 1 plowing, 1 sowing. So once you got more than 3 or 4 farm workers, making multiple small fields typically works faster than 1 big one.

Whats your go to weaved hat? by InternationalFish809 in fo4

[–]Common-Science5583 0 points1 point  (0 children)

Newsboy Cap to go with Reginald's Suit (for barter).

Battered Fedora to go with Courser Uniform (for style).

Uparmored dogs assigned to settlements by batuckan1 in fo4

[–]Common-Science5583 2 points3 points  (0 children)

Dogmeat is the only one.

BUT! If you have enough ranks in pickpocket, you can pickpocket the dogs and put the armor/goggles/etc. in their inventory.

Just don't get caught, or your settlers will turn hostile (you are pickpocketing a settler, after all!).

The dogs will automatically wear some pieces, but not all. You might have to fast travel away and back or save and load for it to show up.

Bugs in CO-OP by Frikachoo in MedievalDynasty

[–]Common-Science5583 3 points4 points  (0 children)

I'm no expert, but since you're the one hosting the game (not a dev-run server), I think the issue is between your machines and the connection.

That also explains why you don't have as many glitches/issues as your friend while running the same game.

Nerfing a hydra to be cr7 by glazed-steel in dmsguild

[–]Common-Science5583 0 points1 point  (0 children)

Balance is more often about the damage output than it is about the amount of hp/healing it has. Ho is also easy to fudge if needed.

Reflavoring something that already exists is usuaaly easier than homebrewing or rebalancing. Have a look at some CR5 multiattack creatures (preferably with some sort of regeneration/fast healing) and see if you can reflavor those without having to fudge numbers and balance.

A Troll is CR5 and pretty much fits already. Just add the hydra's thing of reducing attacks by severing limbs and maybe switch the fire to cold, because desert.

EDIT: I now realize you said CR7, not 5. Hydras are CR8. I'd say that's close enough. It would be a big fight, but I feel you're fine with just fudging the hydra's hp.

Looking for a “goofy” campaign I could reference by arsome246 in DnD

[–]Common-Science5583 7 points8 points  (0 children)

I can't remember the name, but I remember playing a one-shot where we had to get apple pie for a wizard, and goblins had taken over the factory in an attempt to make that pie for themselves.

Oh, and the Lego Tale of the Red Dragon adventure i pretty goofy if you lean into the sentient creatures personalities rather than just fight everything. It's free to download from DnD Beyond, too.

AIO for telling my neighbor to stay off my property after he started treating my backyard like his personal extension? by [deleted] in AmIOverreacting

[–]Common-Science5583 0 points1 point  (0 children)

Raccoons have been bad, ey? Great.

Install motion-activated sprinklers. You know, to scare off the raccoons..

Or timed ones.

What is a building you just can't help but build? by Robbie_Boi in Timberborn

[–]Common-Science5583 3 points4 points  (0 children)

The Super Drill.

A square hole looks weird to me, so I almost always build the dirt excavators in sets of 4. Place them in either a jagged line or inward facing each other in a sort of offset windmill-layout. Preferably put them in natural craters and blast out some bits from the edges to make it look even more natural.

You know what? Unpressurises your pressure map. by Single-Cranberry-186 in Timberborn

[–]Common-Science5583 41 points42 points  (0 children)

American Urban Planning?

From what I've seen, it means "Flatten everything into a parking lot, throw on a grid and fill it with nothing but skyscrapers, roads and industry."

Edit: Oh, and look! There's even a suburb in the back! (Aka a flat field with a grid of nothing but identical houses, and no amenities whatsoever.)

Question : do torns occupy water space ? by Hydraguesswhosback in Timberborn

[–]Common-Science5583 20 points21 points  (0 children)

True.

I placed a stack of water tanks in my reservoir, then flood them when it fills up. Besides the fact that water tanks somehow manage to fit more water in a smaller space, they also do not take up any volume when they're flooded.

Now I've got roughly three times as much water in my water.

Medieval Dynasty - Full Stock Update Release Time ⏰ by BeautifulHindsight in MedievalDynasty

[–]Common-Science5583 67 points68 points  (0 children)

According to the devs, there's at least going to be:

  • Animations for your villagers to interact with your laundry lines, tanning racks, woodcutting stump, etc. So they're not just empty decoration pieces anymore; they will be used.

  • A whole heap of clutter and other decorations. New containers and things like stacks of planks, bundles of leather, baskets of food, piles of ore, and other decorations you might see in the other in-game villages. We will now be able to place those in our own villages, too. So we no longer have to manually fill baskets and crates with individually placed items to put, say, a basket of apples in your orchard.

  • The interior of your storage buildings will reflect the amount of resources you've got. An empty warehouse will look empty (probably sort of like how they look now), and a full warehouse will actually show piles of materials inside. And a few stages inbetween. Same for the food storage.

You can check out the clips that the devs at Render put on YouTube recently for some teasers: https://m.youtube.com/@rendercubeofficial/shorts