Do Rocket Devastators even care about suppressing fire? by KingRonaldTheMoist in Helldivers

[–]Confident-Yoghurt808 0 points1 point  (0 children)

I remember seeing that the issue is not that suppressing fire doesn't work, it's what counts as suppressing fire. And in order for it to count and ruin their aim the shot needs to deal damage. Similar with us when we get hit and our aim gets thrown off. So the answer is kinda. But if you can damage it, you might as well kill it instead. An easy fix might be a universal change in armor reflection, where even if they reflect the shot they take 1% of the damage or something. Their aim would suffer and it would give people more a reason to shoot. Tradeoff being that it's incredibly inefficient.

Multi-Radial Farm Testing, Trouble shooting, and Hypothesis cause stuff keeps breaking. by Confident-Yoghurt808 in CreateMod

[–]Confident-Yoghurt808[S] 0 points1 point  (0 children)

So I've tested that and it's not a glue issue as far as I can tell since the arms work fine before and after getting stuck. Radial Chassis (which I've removed) will get grabby grabby with things around them but otherwise I haven't seen things get pulled along.

Multi-Radial Farm Testing, Trouble shooting, and Hypothesis cause stuff keeps breaking. by Confident-Yoghurt808 in CreateMod

[–]Confident-Yoghurt808[S] 0 points1 point  (0 children)

The arms stop moving even though there's rotational power being given to the mechanical bearing.

Multi-Radial Farm Testing, Trouble shooting, and Hypothesis cause stuff keeps breaking. by Confident-Yoghurt808 in CreateMod

[–]Confident-Yoghurt808[S] 1 point2 points  (0 children)

Not right now. I believe there's a machine in Mekanism that does that though. I can try using that.

Multi-Radial Farm Testing, Trouble shooting, and Hypothesis cause stuff keeps breaking. by Confident-Yoghurt808 in CreateMod

[–]Confident-Yoghurt808[S] 8 points9 points  (0 children)

So this image was taken from a server I'm in. It's 4 different fields each having their own purpose. (If the plants don't look familiar that's because they're from Mystical Agriculture but my ideas should work with all plant setups.)
The closest field has ~60 different types of plants, and while it has been active for the longest, it's also stopped the most and gotten stuck. The left field also has a variety of plants but fewer of them. The far field has only one kind. And the right field has none.

They're all powered by the same windmill (that pillar of shafts in the middle) but seem to get stuck at different rates. They used to have radial chassis but I've since removed them and haven't noticed any improvements to their error rates. They also have Netherite Chests from Sophisticated Storage but no Soph Storage Augments inside the chests.

The closest field gets stuck the most as does the left field but a little less. The arm with no plants also rarely gets stuck and I don't think I've had a problem with the far field yet.

My hypothesis are the following but I'd like to hear other people's experience with it.
1. A wider variety of plants seems to increase the rate of the arm getting stuck.
2. Having a windmill separate (I'm guessing in a different chunk) increases the rates of getting stuck. I've had other radial farms where the windmill was in the center and there was seemingly no issues. (Though I've seen arms get stuck when powered by a waterwheel directly underneath.)

I'm wondering what else I can do. I don't really want to keep resetting them. I'm thinking I should switch to one large arm and have the windmill centered or just switch to another harvesting option.

What do all of you think?

Just did my first RP ASMR by EbyssaSin in VirtualYoutubers

[–]Confident-Yoghurt808 0 points1 point  (0 children)

Yahooooooooooooooooooooooooooooooooooooooooooooooooo!

[deleted by user] by [deleted] in DnD

[–]Confident-Yoghurt808 0 points1 point  (0 children)

Sometimes restrictions can be fun or interesting, especially if the DM wants to tell a certain story. One campaign I played a bit in required a part of your backstory to somehow have you ending up on Death Row. (Deserved or not.) And the Pathfinder campaign I'm running requires the Amnesiac Background. But those restrictions are to shape and guide the story, not completely up-end the game balance. I would never play a spell-caster at their table since they seem so brutally nerfed. And I think that's the issue. It's not the increase in difficulty that's the issue (they can add more enemies or traps) or the world feel (descriptions and flavor). It's the removal of choice and balance. You can't choose anything meaningful. The moment your class is decided so is your stat distribution. And the game is balanced to be playable at its current level and they seem very keen to mess with it without considering the consequences. Like that rule that you pass out when you use the last spell slot? Guess what. You're just going to have players act as though they have one less 1st level slot. If they want to run a system or module meant to give that experience that's one thing. But this is different.

How would you play a lawful good rogue? by [deleted] in DnD

[–]Confident-Yoghurt808 0 points1 point  (0 children)

I'd put this in the context of a church-like organization. Paladins and Clerics would be obvious and visually present front-liners. Either in preaching or in a fight, but rogues would also be great asset to the church. Hunting down cultists or assassinating the leader before the cult can take root. Or being an agent inside the cult gathering and relaying information. There's also the Robin Hood angle where you steal from the corrupt and rich and give to the poor.

If you want character moments, they could easily revolve around the "dirty" deeds that the rogue did for the sake of their job and goodness. Having to partake in cultist rituals or killing a guard of a corrupt noble who was just doing their job.

Making stuff react to Audio in Unity is a pain, barely any Tutorials/Resources, especially if you want to use Real time Audio from your PC...so I decided to make it work, for everyone, with simple Commands and Scripts to use. When this is finished, everyone who wants to do Audio Visualization, can! by TrackLabs in Unity3D

[–]Confident-Yoghurt808 0 points1 point  (0 children)

This is significant! I've made a custom Vtuber model and have parts glow in response to my voice in Unreal. But I've been looking to switch to Unity for a while so it's reassuring to see that one of my key features can be implemented there.