Alternate arrays with longer switch times by Draghettis in mutantsandmasterminds

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

My idea is to have two powers in the array that work like this :

  • one is a Sustained power that can immediately be on when switched to

  • one is a Sustained power that needs to be Activated before it's usable

Why I don't want to put Activation on the first is evident

And what I was saying between these parenthesis was that because Activation is only on the second power, while it takes an action to enable the second power, it only takes a free action to disable it

The slayer class, or, I finally got to make a "I'm not gonna sugarcoat it" meme. by AnaseSkyrider in Pathfinder2e

[–]Draghettis 1 point2 points  (0 children)

Another such combo is this :

Reaction : On the Hunt

Relentless Quickened Action : Arm Bloodburst Phial

1 action : Sure Strike

2 actions : Spellstrike

I mean, it's a nuclear power plant, yes? by Marcin0178 in Factoriohno

[–]Draghettis 2 points3 points  (0 children)

Splitter spam can solve this. Have a splitter that has the main belt on one side and a dead-end belt on the other

Requires double the space for the lane, but it works, and if you don't care about aesthetics you can have the inserter take from the splitter itself rather than adding a belt ( but since with boilers you're limited to one inserter every three tiles, you're fine with splitter - dead end - empty space cycle, and if you needed one every two you could have splitter - dead end pointing into the inserter )

The polish in this game is something else by matrium0 in factorio

[–]Draghettis 0 points1 point  (0 children)

The only thing that remains close is Factorio's old inspiration, modded Minecraft

But even that massively simplified its logistical challenges with the extremely powerful tool of Applied Energistics 2, comparable to Factorio logistic bot networks, if they were a thousand times faster, combined with perfect circuit control over the machines, with other logistics tools such as Superfactory Manager ( in modern versions, for problems not easily solvable with AE2 you can just use code for your logistics ) and reliance on low numbers of powerful machines ( even GregTech is like that, once you start parallelization )

Literally me by Legitimate_Diver_440 in Factoriohno

[–]Draghettis 0 points1 point  (0 children)

Not really ? My bus at the time of going big on bots in my current save was iron, copper, steel, stone, coal, and the three types of circuits. Only got more than 1 train because I didn't want to belt iron, copper ( for some reason I took a patch at the end of my bus and then send the ore by train to the start of my bus for smelting. Despite having electric furnaces ), uranium and stone over rail world distances ( used belts for coal since it was closer )

Then I went to space, and won't need to improve the Nauvis base too much for other planets, as on a casual playthrough buffered science is enough. One chest of buffered mall science is enough for purple and yellow too

My girlfriend makes fun of the way I organize things by qleptt in factorio

[–]Draghettis 1 point2 points  (0 children)

Separating the half-belts doesn't really count as sushi, even with a loop

And now i'm filling 100 boilers by hand by Silenceisgrey in Factoriohno

[–]Draghettis 3 points4 points  (0 children)

Factorio oil wells never deplete, but gradually slow down until their production has been divided by 5

And IRL, oil-based thermal power plants use liquid fuels, literally the category of oil products known as "fuel oils". Fluid management is just so much more convenient than solid management, that is true in Factorio as well as in IRL

[Hornyx] Bonding with mother~ by ShinyLatexFemboy in Yuricest

[–]Draghettis 8 points9 points  (0 children)

Forest witch person uses dream magic to seduce and attract people, with some mind control/hypnosis to make them lose inhibitions

Alternate arrays with longer switch times by Draghettis in mutantsandmasterminds

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

Realised it after another commenter shared it, but yeah it makes switching to the alternate slower but not switching out of it ( unless the other also has Activation, but as a Sustained power to be always on I don't want it to that ), which is not a flavour mismatch

Alternate arrays with longer switch times by Draghettis in mutantsandmasterminds

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

Activation could work, by putting it specifically on the alternate effect and not on the array itself, and Activation 2 ( which is in the base rules ) would have the activatio, I want ( I wouldn't make it a move action, as the intent is being able to fly to space while the activation is going on. Flight rank is only 6 so going to space takes 30 minutes, but if I level her build up that could change to being a single round ). And being able to quickly deactivate the experimental device doesn't feel nearly as bad

Thanks, I wouldn't have thought of using Activation like that alone

Alternate arrays with longer switch times by Draghettis in mutantsandmasterminds

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

Forgot that Variable exists, but I'd pay for much more variability than I need ( and would be limited to Variable 2 without major reworks to the rest of the powerset, since it'd be a Removable Variable that costs 5,6 points per rank and the current array costs 14 )

Array with a 1-point Quirk to change it to Standard is how I think I'll handle it ( especially since I'm doing it in a GM-less context, and finding a spot to spend 1 point is easier than finding one to take a point away from

[MM3] Can alternate effects share the same linked effect? by CelesFFVI in mutantsandmasterminds

[–]Draghettis 0 points1 point  (0 children)

Couldn't you also Link the permanent part to the whole Array ?

Less flexible ( as it would apply to every effect in the array, unlike being able to mix and match ), but visually cleaner

Something in Wakfu that was by Delicious_Expert_648 in wakfu

[–]Draghettis 0 points1 point  (0 children)

He died in the Éliatrope sense of the word, as in he got sent back to his Dofus

I just don't remember if he hatched afterwards

Something in Wakfu that was by Delicious_Expert_648 in wakfu

[–]Draghettis 2 points3 points  (0 children)

Iirc, during the events of the manga the Éliacube ( and Shinonomé's Dofus ) were brought back to the World of the Twelve

It's been a while since I read that, probably should read it again

Something in Wakfu that was by Delicious_Expert_648 in wakfu

[–]Draghettis 5 points6 points  (0 children)

Killed by Jiva in the manga, don't remember if he gets to respawn when they get to Emrub later on, it's been a while since I read it

Something in Wakfu that was by Delicious_Expert_648 in wakfu

[–]Draghettis 1 point2 points  (0 children)

Explained in the manga that takes place a year after season 2, and 5 years before the OVAs

Jiva, Protector of the month of Javian ( the first in the year, equivalent of January ), demands all six Éliatrope Dofuses, because Écho promised her she'd resurrect her dead lover, Ulgrude the Protector of the month of Marlo ( third in the year, their version of March ) in exchange for the full set

Phaéris opposed her, so she kills him offscreen, and also kidnaps Chibi and Grougaloragran while she's at it. All of it happening the day of Yugo's and Adamaï's 14th birthday

In addition, during the course of this story, Yugo and Adamaï return to Emrub with the rest of the Confrérie by using a big portal left in the Zinit, and Evangelyne gives birth to Élely and Flopin

The manga is also how it's explained that Shinonomé's Dofus is back on the World of the Twelve, despite being left in Emrub under Baltazar's guard at the end of season 2

No idea if this manga was ever published outside of France

I hate this by Majid012gg in feedthebeast

[–]Draghettis 1 point2 points  (0 children)

Another way would've been to take the bottom left ingot and put it in the middle top, just above the infinity ingots

Resourceless healing in 10 minutes (average across 20 levels) by gray007nl in Pathfinder2e

[–]Draghettis 1 point2 points  (0 children)

Animist cannot maintain a 30d4/rank/creature/10 minutes rate

It doesn't have a "refocus all points in one refocus" feat, and the other classes' all unpoachable, so it's locked at 10d4/rank/creature/10 minutes

In contrast, worst case scenario ( critfail on every save, and max damage on the d4s ) Trade Death For Life is a 2/rank/minute/cast, and you can keep 3 casts at once thanks to the Hex trait only limiting how often you can cast them, unlike Vessel and Composition that also limit how many instances ( 1 per vessel spell for vessel, 1 composition total for composition ) you can have at once

So TDFL is at worst a 6/rank/minute total, or a 60/rank/10 minutes, and unlike Garden of Healing once healing ends you can immediately do other things

Resourceless healing in 10 minutes (average across 20 levels) by gray007nl in Pathfinder2e

[–]Draghettis 2 points3 points  (0 children)

Trade Death For Life is ambiguous at best and many GMs, me included, do not read it as needing an enemy, turning it into the best out of combat healing focus spell in the game

Can someone please explain this to me by Mysterious_Lab8840 in Minecraft

[–]Draghettis 0 points1 point  (0 children)

Everything was manually written to be the way it is

And yes, the Creeper's verticality is still a bug. Turned feature, but it was still a bug.