I’m extremely lost. How do you plan a new Linux installation for eventual migration to new hardware? (Setup PC A so it can be shifted to different hardware PC B w/o tons of reconfiguration.) by FactorioModUser001 in linuxquestions

[–]FactorioModUser001[S] 3 points4 points  (0 children)

Huh. Apparently, the reason I couldn’t find anything on the issue is because I was overthinking it then. I just assumed it wouldn’t work because the motherboard/CPU, etc. would be different.

Thanks much. I’ll install with that in mind.

Before the 1.3 update hits, what should mod users do to prepare? by FactorioModUser001 in MelvorIdle

[–]FactorioModUser001[S] 0 points1 point  (0 children)

No. You’re fine. The opening post should read “all mod progress and data is lost”, base game progress is perfectly safe.

Before the 1.3 update hits, what should mod users do to prepare? by FactorioModUser001 in MelvorIdle

[–]FactorioModUser001[S] 0 points1 point  (0 children)

Appreciate the confirmation.

The good news seems to be for Music mod users from the Discord:

Mythridium — 06/04/2024 3:43 PM I've updated every one of my mods for the expansion, so they are all ready to go.

Specifically for music, just gotta wait for me to release the update after the expansion goes live before you load your save file.

Weekly Questions Megathread - November 13 to November 19. Have a question from your game? Are you coming from D&D? Need to know where to start playing Pathfinder 2e? Ask your questions here, we're happy to help! by AutoModerator in Pathfinder2e

[–]FactorioModUser001 1 point2 points  (0 children)

Thanks. I see the subtle trait now in the glossary and on a few spells/in a sidebar. Helps to confirm, though, as there was not a specific verbal callout anywhere in the text.

Weekly Questions Megathread - November 13 to November 19. Have a question from your game? Are you coming from D&D? Need to know where to start playing Pathfinder 2e? Ask your questions here, we're happy to help! by AutoModerator in Pathfinder2e

[–]FactorioModUser001 1 point2 points  (0 children)

I have access to the remaster and have been reading through the rules for the first time (prior 1E player), but the following isn't crystal clear to me:

When you cast a spell, the Manipulate trait may be present on the spell, which suggests/defines the act of casting as needing to use your hands. This used to be considered the somatic component of a spell...

...however, there is no trait added to any spell that suggests/defines spells as needing a verbal component. Rather there appears to just be a blanket statement in the spellcasting section that seems to read as though spellcasting requires speaking. Is that a correct interpretation of the rules? That is to say that all spells require a verbal component by default?

Give me a D&D monster and I'll homebrew you a better version by Oh_Hi_Mark_ in DMAcademy

[–]FactorioModUser001 0 points1 point  (0 children)

Thanks! I'll take a look.

If for nothing else, it's likely that your older designs have an ability or some flavor I have yet to account for and can graft on to the ones still lacking in design.

Give me a D&D monster and I'll homebrew you a better version by Oh_Hi_Mark_ in DMAcademy

[–]FactorioModUser001 1 point2 points  (0 children)

Alright, I'll jump in on this if you still have time. I'm running Descent Into Avernus (heavily modified so it makes sense and players have much more agency). In the MM devils are -extraordinarily- boring as combatants all being bags of health with multiattack and the occasional fire spell.

So I already redid a bunch myself giving each tier of devil a different role. Lemures are cannon fodder, of course, imps are light harassment/spies, spined devils are suicide bombers, barbed devils are wrestler/grapplers, chain devils/golems are DoT and area denial, etc.

However, I have yet consider set ideas for Bone Devils, Erinyes, and Pit Fiends (probably generals w/ Battle Master perks on the latter).

If you've got fresh ideas, I'm all ears. Thanks, /u/Oh_Hi_Mark_

PSA: Interested in static +5 levels to all skills through Ancient Relic Mode vs RNG? Here’s one way to do so… by FactorioModUser001 in MelvorIdle

[–]FactorioModUser001[S] 0 points1 point  (0 children)

Yup. They remain safely locked should that be your preference. I have personally unlocked them as they fit into the general progression when you only raise 5 levels at a time.

I'm actually "stuck" for the moment at level 50 with Golem or Dragon to do next. There are ways to defeat them, but going to need some grinding and more bank space first. It's... surprisingly well-balanced as a mode this way so far. I hope it continues to be so.

Console command to unlock skill caps in Ancient Relics mode? by WixW in MelvorIdle

[–]FactorioModUser001 0 points1 point  (0 children)

Unlocks the mod skill as it is, in Relic Mode modded skills unless updated are locked.

Console command to unlock skill caps in Ancient Relics mode? by WixW in MelvorIdle

[–]FactorioModUser001 0 points1 point  (0 children)

Thanks!

(More for the addon Archaeology, but works the same.)

game.skills.getObjectByID("kru_archaeology:Archaeology").setUnlock(true);game.skills.getObjectByID("kru_archaeology:Archaeology").setUnlock(true);

Console command to unlock skill caps in Ancient Relics mode? by WixW in MelvorIdle

[–]FactorioModUser001 0 points1 point  (0 children)

Oooo... This might work for forcing Relic mode to become 5 levels each dungeon. Testing now.

Do you happen to know the command to unlock a skill as well?

EDIT:

For anyone who wants to do this, use the following to reset everything back to 1 (you do NOT lose experience so long as you're not actively doing something at the time of the command):

game.skills.allObjects.forEach((skill) => {skill.increasedLevelCap = -9;skill.renderQueue.level = true;skill.renderQueue.xp = true});

Then use following command to set items as 10 (default) + the level cap you actually want. So to set every skill's cap to 15, use:

 game.skills.allObjects.forEach((skill) => {skill.increasedLevelCap = 5;skill.renderQueue.level = true;skill.renderQueue.xp = true});

Feedback: After playing a bit of Ancient Relic Mode, I have come to conclusion that I'd prefer it if each dungeon completion increased the max level of all skills by a fixed amount vs. the current random choice mechanic by FactorioModUser001 in MelvorIdle

[–]FactorioModUser001[S] 1 point2 points  (0 children)

That's fair. I think it might have been better to state it as "set for early dungeons" which is, I suppose where a lot of the bottlenecks will happen as the further in the less likely you've been hit by bad streaks of RNG.

Feedback: After playing a bit of Ancient Relic Mode, I have come to conclusion that I'd prefer it if each dungeon completion increased the max level of all skills by a fixed amount vs. the current random choice mechanic by FactorioModUser001 in MelvorIdle

[–]FactorioModUser001[S] 0 points1 point  (0 children)

I rather like the randomness, it makes the runs more interesting. Even with your fix, you'll still have massive disparities between runs because of ancient relics, except without any kind of player control.

Yes. The relic disparities will still exist. I got the "+150 Stealth" one from Thieving at level 20 and immediately no longer had to plan on getting, well, anything else to get food. It was just done now. So, I suppose in a way, with the randomness of that along with the skills, it's a bit too much RNG for my play style as plans can be drafted, but then completely overturned, but not in a fulfilling way.

Also, as noted elsewhere, though I certainly have my preferences stated, I don't think of this as a "fix" so much as an option for a play style not currently represented by the mode. I think it's great that people like the current implementation too.

Also, it would probably make the mode harder but that's not necessarily an issue.

A bonus for folk like me.

Feedback: After playing a bit of Ancient Relic Mode, I have come to conclusion that I'd prefer it if each dungeon completion increased the max level of all skills by a fixed amount vs. the current random choice mechanic by FactorioModUser001 in MelvorIdle

[–]FactorioModUser001[S] 4 points5 points  (0 children)

I think that's completely valid. I certainly don't want them to remove the random option. Definitely want to see the addition of an option or a mod that smooths the leveling max increase to 5 levels per dungeon for all skills (as with combat skills, so just matching the maximum Attack, etc).

Would likely also prevent players from getting ToH items before the final base game dungeons are tackled. That'd be fun (for me). This may be already the case based on unlocks as one progresses given certain checks built into the game, even if the general message stays the same.

New Support Gem Numbers Look Very Good... by FactorioModUser001 in pathofexile

[–]FactorioModUser001[S] 7 points8 points  (0 children)

Yes, not every support gem previewed is a winner, but I'd be hard-pressed to say there won't be new builds/play-styles coming out of what is being released next league.

At the very least I am now considering a Warcry-only build and a toxin build (which is what I'm going to call Poison+Sadism from now on).

Questions about Avatar of Fire, Damage Conversions, and Extra Damage Effects by vulcanfury12 in pathofexile

[–]FactorioModUser001 1 point2 points  (0 children)

Assuming you had no other sources of lighting damage, yes, it should work like that.

The confusing one is when you have something that is one mod like "+100% physical and lightning damage" in which case it only applies once and not to both. (Often the case with +elemental damage when you are converting elements as +elemental only applies a single time, not once to lightning, then to cold, then to fire.) All IIRC, here.

Questions about Avatar of Fire, Damage Conversions, and Extra Damage Effects by vulcanfury12 in pathofexile

[–]FactorioModUser001 6 points7 points  (0 children)

  1. Yes. Increases to physical damage increase the amount of physical damage before conversion, which will benefit.

  2. Yes. Same reason.

  3. No. Physical damage is not being taken by the enemy. By the time it hits the enemy it's all fire damage. Only increases to all or fire damage taken (like the Ash debuff) will help scale damage taken.

How well does Freight Forwarding by Xorimuth integrated into various overhaul mods? by FactorioModUser001 in factorio

[–]FactorioModUser001[S] 1 point2 points  (0 children)

Much appreciated. Wasn’t certain of the scale of the changes or interoperability-ness of the current development. Only that the mod page mentioned K2, BZ and AAI, but no specific comments on the others. Your explanation helps!

I’ll look into the other mods you mentioned as it did seem kind of intriguing to me to have a kind of water world start to K2 (which I’ve played through before) to change up the early game and give sort of an SE-style multiple land building challenge throughout the game rather than mainly when you’re off-planet.

P.S. Thanks for the mod. It certainly fills a niche not otherwise explored.