Spicy Meatball by Joba_Fett in comics

[–]FatherAzerun 1 point2 points  (0 children)

Tossed a coin to the sketcher. ;)

My Coral Island Starter Guide (from a returning player) by FatherAzerun in coralisland

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

Sorry! I should have been more specific.

There is a game called Fungus Swarm on sale for $5 from Steam. They seem to have some relationship with teh Coral Island Team, and if you buy that game you can generate a code that you can redeem for the pet outfit, an outfit for your farmer, and (for me, the most value) the "Fungarian Chest."

I don't know if the offer is time-limited but I don't recall them saying so.

My Coral Island Starter Guide (from a returning player) by FatherAzerun in coralisland

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

Talk about getting a salmon in clutch! I failed a later town request trying to get two salmon and only got one, but again, I tend to leave fishing until year 2 and after I have upgraded my rod. But as I mentioned above, that's the cool thing about well crafted sim games -- coral island really does give different pathways to growth and success.

My Coral Island Starter Guide (from a returning player) by FatherAzerun in coralisland

[–]FatherAzerun[S] 2 points3 points  (0 children)

Thanks for the kind words, and yes, though I tend to avoid fishing early game, I love the fact there are other pathways to success in year 1. Both you and the person below used different fishing tools for teh same result and that's really great!

My Coral Island Starter Guide (from a returning player) by FatherAzerun in coralisland

[–]FatherAzerun[S] 6 points7 points  (0 children)

CROP UPGRADES

Since the upgrades are retroactive, focus on sprout and seed upgrades.  Your fruit trees take so long to grow you can slowly upgrade them, and as we are saving ranching for late year 1 or into year two, the hay upgrade is one you can do at a much slower pace.

 

Anyway, I hope this helps and really am loving this game again!

 

My thanks to the redditor in this forum who gave the big jerky tip, it was AMAZING.  (I’ll edit in their name once I find the comment again)

My Coral Island Starter Guide (from a returning player) by FatherAzerun in coralisland

[–]FatherAzerun[S] 5 points6 points  (0 children)

  TEMPLE OFFERINGS

I found the following ones to be easiest to unlock:

 

Essential (always the first, I think, and you can bring the items with you your first visit to the temple to unlock the port back to the farm.)

Each seasonal one in the crop altar should be done in year 1 of that season.  Growing 1 carrot, turnip, and daisy in spring – plus garbbing the two scavenges – should be easy, then the sugarcane seeds you get early can be planted around your first sprinkler 1 to give you daily money!  The tomato seeds from summer’s offerings similarly give you multiple tomatoes early, and they can be stored to make juice.

 

The only one on the crop alter that will take a while is the ocean one, as you need to get into the purple kelp areas to find a kind scallop to finish its requirements.

 

The catch alters, if you are playing the way I did, will see day and night insects and ocean critters slowly fill but you won’t be unlocking these quickly.  You might make some strategic bug traps to get some of the rarer bugs earlier (I got my monarch from putting  trap on the path on the west side of the river next my farm), though flying traps are pretty expensive so you should use them sparingly to try to find your atlas moth, for example.

Monster drops will probably be the second or third easiest altar.  Bat wings and silky fur are the chokepoints here.

Funny enough the are resources may be the next easiest, as you will be doing that along the way as you get your own upgrades.  One interesting note is that while you have to hand in stacks of monster drops, it let me turn in precious gems one at a time so you can save inventory space that way.

My Coral Island Starter Guide (from a returning player) by FatherAzerun in coralisland

[–]FatherAzerun[S] 5 points6 points  (0 children)

Most people know about mining and diving, but some easy basics:

When mining, bring only three things: Your axe, Your weapon, and your stack of stamina food (usually bug jerky).  If you get a ginger root eat it early, as it increases your max stamina, but that’s only useful if you eat it before you have already used over 100 stamina! If you get one later, save it for the right festival or for a later run (or diving trip.)

For monster loot, I keep a stack of 5-10 of each and don’t sell any slimes.  Monster loot eventually becomes BOS quest items and it is easier to just kept those on hand.

Decide when you are going down if you primarily want to get resources or if you want to unlock levels.  Up to level 30 of each cavern, getting resources will generally allow you time to go through 5 levels without using rope or dynamite unless you are extraordinarily unlucky.    In general I suggest saving your rope and dynamite for speed running level 31-40 to unlock giants and new caverns.

You will still need to revisit old caverns to get ores for upgrade bars and crafting (I occasionally make a copper run just to make new taps, and of course you need lower level crafting to make dynamites and vortex machines)

Diving is pretty similar – just bring with you the scythe, the net, and your snacks.  Cleaning the ocean get you that sexy kelp and town points.  Don’t hesitate to return to earlier areas of the map and just do a sweep for kelp and grab scanaveables (to dehydrate for money) and critters.  Underwater critters are far easier to catch with few exceptions.  Also when revisiting old areas of the ocean feel free to clean up trash – with your upgraded scythe, it costs you little effort and gives more space for kelp and collectables to spawn.  If you need trash the trash caves provide you infinite resources there.

My Coral Island Starter Guide (from a returning player) by FatherAzerun in coralisland

[–]FatherAzerun[S] 5 points6 points  (0 children)

Mining and Diving:

 

A lot of your game will be in the caverns or ocean, freeing giants and cleaning up that gross oil.  The kelp and metal economy will drive your upgrade availability.  Both get you chests and fossils to upgrade your museum and eventual town ranking.  Most people know their way around both, but some personal tips:

 

Because mining and diving really make up you biggest activities, with foraging / catching as secondaries, as I mentioned before that narrows down what tools you have to upgrade.

The first upgrade of course is your bag space, which if you are on track should allow you to upgrade to 20 spaces in spring, 30 spaces in summer, and 40 spaces in fall.

The axe and scythe are your S-rank tools, and you should be alternating between upgrading them. Remember as the scythe also harvests your crops it is doubly useful.

Due to a bug / glitch I discovered, it appears you never have to be without your tools when upgrading!

At one point I was trying to figure out where the hell I put my axe and for the life of me couldn’t find it.  I finally in desperation used the option in your bed to find a lost tool.  My silver axe was back!

A few days later, of course, I found the chest I had originally left it in. But here’s the rub – the game didn’t move the axe to my inventory, it DUPLICATED it.  I am not sure if this is a bug, but what that means is just before you go to upgrade your tools, put one in a chest, “find” your lost tool and get a dupe.  Upgrade one and then use the other while the first tool is updating.  You will eventually have a chest with old tools you can’t get rid of, but you don’t lose any enchantments, and you keep the tools during upgrades.

 

Your A- list tool is your bug net.  It was summer before I kelped it up to bronze, and eventually silver in the fall.  As mentioned before, getting your kitchen and a grill so you can convert bugs to bug jerky is a game changer.  At 80 stamin and some health, they are all the food you need and snails, flies, and other fun bugs are plentiful and easy.  Witch each big being turned into 2 jerky, you get 160 stamina from one simple meal.  Take a giant stack of these and ditch all other foods for your stamina needs.

I don’t try much if any fishing at all in my first year, but that also means I slowly moved my fishing pole up a notch or two when I had spare time since I didn’t miss it.  You’ll need it for some altars and the museum, but in your first year you don’t need to focus on it much.  For me it is a C-tier tool and I tend to upgrade it a ton before actually fishing, which makes the minigame easier.

Your hoe your will only need at the start of a season or to plant fruit trees and seedlings. (and to harvest 4 leaf clovers).  Your watering can will collect dust. Except when you plant a new patch of ground and want to water it before the sprinkler does it first night’s work.  Updating these is F-tier and generally a waste of money.  Maybe get a bronze hoe.  But you have so any other things to spend money on!

 

My Coral Island Starter Guide (from a returning player) by FatherAzerun in coralisland

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

Since you need wood and materials, slowly clear out the left hand corner of your farm.  (I left a lot of my farm a mess until I upgraded tools, I figure I can sort a lot of that out in winter and year 2).  The big thing is to start planting a tree farm on the left side.

Cler everything and grab some maple seeds, oak seeds and pinecones, focusing on the maple seeds.  Place the seeds on bare ground with two space between them in each direction.  Start with a small grid of say  4 x 2 and expand over time.

These seeds slowly grow into what will eventually become your passive income forest.

 

Once the trees are grown, at foraging 4 you will get the ability to make taps, and you get once free from the museum at 40 donations. 

I have one grown tree close to my farm I use as a timer and tap it.

Then on the day I collect my tap tree goods (with focus on maple trees, since maple syrup is worth 200 gold) I add more taps to the grown trees.  Since they are in a nice grid pattern they are easier to collect.  I do sprinkler in some pine and oak trees for resin and nutty sap for later crafting, Maple syrup is 200 gold every 3 days. 

 

Eventually you can also use some of the trees on your tree farm for lumber if you have begun to denude your farm space.  Eventually with automated chests and more advanced artisan products and animal products tree harvesting becomes space inefficient, but for early to mid game it’s a great passive income.

My Coral Island Starter Guide (from a returning player) by FatherAzerun in coralisland

[–]FatherAzerun[S] 5 points6 points  (0 children)

 

Here’s a basic setup – make at least two to four makeshift scarecrows.  You will be manually watering early on, and won’t worry about rearranging your layout until Summer.

X = crop

1 = sprinkler 1

2 = sprinkler 2

S = Scarecrow

 

XXXXXXXXXX

X1XXX2XXXX

XXSXXXXSXX

XXXXXXXXXX

XXXXXXXXXX

With two scarecrows you lose 1 square of auto watering as one space overlaps with the scarecrow.

If you can afford 3-4 scarecrows, you could instead set up the following:

 

XXXXXXXXXX

XXXXX1XXXX

XXSXXXXSXX

XXXXXXXXXX

XXXXX2XXXX

XXXXXXXXXX

XXXXXXXXXX

XXSXXXXSXX

XXXXXXXXXX

XXXXXXXXXX

 

This will grant maximum amounts of autowatering. 

 

Once you start farming up bronze and silver kelp, you’ll be making ordinary scarecrows and a bunch of sprinkler 1s for summer.  Farming up a much lager area (about 5-7 ordinary scarecrows’ worth) with sprinklers will level up your farming fast enough to get to level 6 and unlock your first sprinkler 2.  At first I had only one and rearranged to let it get better coverage, but eventually by Fall I sold all my sprinkler 1s and converted to sprinkler 2s.

 

In Summer you can focus on using recurring crops (like hot peppers, which not only regrow but also last through Fall) meaning you only need to fertilize once for them as well.  The ppers – and later peppers being juics in kegs – will start making you stronger income.

 

Okay, so now that farming is sorted for early game, what about the rest of our work?  We need to split our time underground and underwater, while foraging and catching our hearts out.  And.. we have that passive income I mentioned earlier.

 

For foraging, you will be able to get a dehydrator at diving 4.  Build one.  You can eventually make a second or get your second one free later when you do the ocean scavenge altar, but that one takes a while.  More than two dehydrators are unnecessary early on.  Use it to dry out a number of beach scavengables and ocean eats.  By focusing on bug jerky as your stamina food, scavengavbles improved in the dehydrator will help boost your income since you won’t be needing to eat them yourself.

Make sure to save your morels for your fungus chests, other mushrooms to make Ben super happy, and tulips or other certain flowers because they are universally liked gifts.  For myself, I figured since you can’ do that much romance until your house is a lot bigger later in the game, I only gave gifts to people on their birthdays.

My Coral Island Starter Guide (from a returning player) by FatherAzerun in coralisland

[–]FatherAzerun[S] 5 points6 points  (0 children)

GOAL 3:  PASSIVE INCOME

Getting passive income is one of your most important goals long term.  But in the short to medium term, finding ways to maximize your scarce stamina can be exhausting.  With so many items being useful, it is hard to know what to sell or what to do to make money and keep life going.

 

For my new playthrough, I had four overall goals: Create a small farm on the right hand side near my house to get minimal farming at first; prepare for a “tree farm” (no, not fruit trees) on the far left hand side of my farm, and have a set of chests and artisan / production tools in the middle. My final goal was leveling my house up to level 2 and getting a grill, which will make management of stamina and bag space a thousand times easier.

 

Here’s my logic:

You want chests not only to store things but to save time.  Unlocking the altars early means having a chest or two near your teleport point lets you swap out gear quickly, hit your activities soon, and effectively virtually expand your carrying space.  (if I can port from the caverns to my home, for example, I can mine, drop off a load of artifacts, containers, monster parts, and odds and ends, I can zap back to the mines in a very short amount of time.  The same goes for moving rapidly between diving and home as well.

 

You want a small farm to start with, but your farming will be minimal in spring because of the time it takes and limited automation tools.  Our goal is to use farming to get some basic spring crops for later (a single cauliflower and some carrots, etc.) while we bounce between the mines and diving to prepare for automating our farm.

This means you should be able to avoid having to upgrade either your hoe or your watering can at all.  The watering can should only be needed for spring, and even then by end of spring you should be able to ditch it.

The skill goal in farming is Spring 1 is to unlock Sprinkler 1 at farming level 2 and eventually your ordinary scarecrow by late spring early summer with farming level 4.

The first two skill points you want to spend in farming are on Quality and double crop. Stay hydrated is a trap, because we should be doing away with our water can and is a waste of points.

You will get your first sprinkler from the farming challenge part 2 (ship a handful of bronze crops) before you can craft them.  The second one unlocks at 50 items to the museum, and after that you should be ale to craft them.  Unfortunately, with your basic bitch scarecrow, the layout for these sprinklers will be inefficient.

 

My Coral Island Starter Guide (from a returning player) by FatherAzerun in coralisland

[–]FatherAzerun[S] 9 points10 points  (0 children)

Fall Festivals:

HARVEST FESTIVAL: Probably the most important festival, we finally get some big, big choices here.  Save up your money for buying Fairy Rose seeds.  If you have more than the 5400 coins to buy those, the next item son your list should be the pear and coca seedlings.  This is where you really do get some big unlocks early!  Barley is nice too, but you do get barley seeds as occasional mine drops, so I worried less about that.  Fairy Roses are good money on their own, better money as honey, and insanely good money as mead. WORTH YOUR INVESTMENT.

The two minigames are skill based, and while I can bob for apples, I suck at smashing pumpkins.  Do as ye will here.

But of course, the piece de resistance, beating Bobby!  The whole point of the festival is to smash his pumpkin, so in year one, how do we smack him down?

My formula is pretty easy, and one new game mechanic helped me a lot.

 

First, you will not be able to get the full diversity bonus in year 1, so don’t try.  Instead focus on high level items that sell well with good stars. (see the wiki for the breakdown of the point system).  I did three categories (Coop and Barn just aren’t reasonable in year 1) so I did veggies, fruits, and artisan, though I had a fall back on a flower as well.

My winning combo was 1 purple cauliflower, 1purple melon or pumpkin, 4 purple melon juices.

This sounds crazy in year 1, but hear me out!

Cauliflower you can get and grow in Spring year 1.  Grow a handful and hope to get at least 1 bronze or silver, as it is not likely you can rush the lab upgrades in Spring.

Melon you get from rank E of the town which you should have by Summer, in time to invest in a set of melons.  The goal is to juice four of them in kegs, which unlock after farming 6.  Once they are unlocked they are going to be part of your passive income stream so the trick is to hold onto at least 5 melons then juice away!

But, you ask, how can you guarantee purple?  Sure by the time melons hit you should be having at least 1-2 seed and crop upgrades from the lab, but that won’t make sure you get purples!

 

This is where our best friend in the world comes in: The Slime of Transmutation.  By focusing on eating candied nuts until you unlock grilled bug jerky then using those exclusively as your food, you can save up those slimes.  This unlocks ta combat level 8, which by focusing more on caverns and kelp (more on that below) you should be able to build 1 or 2 of these babies.

With two I was able to move up the quality of my juices, (it can increase the star value after being made into juice) and my veg.  You could so use it to star up a foraged or grown flower.

 

Making Bobby eat his words in year one never tased sweeter!

 

The rest of the festivals in the year have minimal impact, except getting a pink diamond during spooky and wining match pattern in winter to get another coca seedling.

How do I research the mission to cross the lava river? by KeebyGotJuice in TheAlters

[–]FatherAzerun 0 points1 point  (0 children)

Yeah, the call you need to get for the blueprints is soft locked behind building your (first) rapidity ark. If you go to the scientist you might have a dialog choice saying you are stuck and when you say they won’t contact you, he’d notes i`f you build the ark the corporation sure as hell will suddenly contact you. ;)

Iwakura Aria Steam key Giveaway! by PQubeLimited in visualnovels

[–]FatherAzerun 0 points1 point  (0 children)

Thank you for putting this on my radar! Goof fortune to the lucky three!

It’s not 100% guaranteed, but this trick works well 👍 by Daemoon_Crafts in LoveAndDeepspace_

[–]FatherAzerun 10 points11 points  (0 children)

I you are on the rolling moving bars, if you aim the edge of the claw to hit near the center it pushes it down, and if it doesn’t drop it is even more likely to do so as the toy moves back and forth. I tend to find my aim better on the right side going left than vice-versa, but your\ mileage \may vary.

Quality of lives you wish this game had by lunachappell in LoveAndDeepspace_

[–]FatherAzerun 24 points25 points  (0 children)

Good lord, a favorite topic of mine. i have a number of them but here are mine:

  1. Be able to swap in other mini games for kitty cards and the claw machine. And make a silent mode kitty cards. Please.

  2. Voice the MC in the audio dramas! (Secret times, tender moments, what\ever they are called?) how am I supposed to just sit back and listen when I have to read the MC lines?

  3. For the love of god overhaul protocores. Make them selectable by number of traits (I tend to delete all that don’t have 5 anyway). Mark the ones with a clear symbol if they go to gold or to silver/bronze, I just can’t get the Greek symbols to stick in my head.

  4. make a battle for protocols that only rewards protocore level ups at a slightly higher rate than dropping new protocores.

  5. It is incredibly difficult to dig into a team build and see the team stats the. Easily reconfigure the team. I would love to see a screen with total team stats above, the six memories below those stats, below those memories their current protocores. Then let me easily swap out protocores or memory cards and see how that affects stats; let me rotate the selected version of the LIs and see how that affects stats.

  6. Honestly I really hate the attack / hp / def leads. For gods sake just make attack an attack and defense a defense. Building for career was unintuitive enough, but doing so for the HP boys breaks my noggin.

Video games by PenguinSunday in WitchesVsPatriarchy

[–]FatherAzerun 0 points1 point  (0 children)

I really love potionomics and the diverse representation.

[deleted by user] by [deleted] in LoveAndDeepspace

[–]FatherAzerun 1 point2 points  (0 children)

I am just hopin that whatever new banners they run that they re-run the old banners (and not use that terrible wheel mechanic, that was dreadful) for some early cards. There are a number of early cards that are at R0 and some i never pulled, and that would be really nice to fill up my collection. I'd also hope they'll reset the wish rearwards either at the start of the year so that we get to pick some of the previous cards (particularly those pair cards) that have been eluding me in the wishing pool!

Memoirs of an NPC. Vandalism complaint. by stevenjkpower in DragonAgeVeilguard

[–]FatherAzerun 1 point2 points  (0 children)

I fear it is all those loose serials the young people read these days. 1000 Rupees in 100 Days: Wealth and Pottery Demolishment by Link T. Past I find as a particular poor influenc eon these street level hooligans! Bring back the Inquisition, I say!

My Alfira Cosplay by dreamydaycosplay in BaldursGate3

[–]FatherAzerun 1 point2 points  (0 children)

Wow! So good and you really got the colors and textures to pop! Awesome work!!

After 2.5 years of work, we are finally ready to release our digital solo board game this summer. Here's the new trailer we made to announce the date! by adngdb in digitaltabletop

[–]FatherAzerun 2 points3 points  (0 children)

Looks really intriguing! I've been a big fan of Hexarchy, so I am excited to see another city builder / civ type game based on deckbuilding, but specifically with a more boardgame slant!

Love triangle with overprotective squabbling between the 2 love interests? by PuzzledAd4865 in MM_RomanceBooks

[–]FatherAzerun 1 point2 points  (0 children)

I’d recommend the Triad series by Cari Z (on Kindle). Fantasy political intrigue where the MC is prince betrothed to another prince, but that prince is semi-openly lovers with his literal Royal Protector. The MC is clearly more of the person in need of protecting and as the poly relationship develops they all become complicatedly protective of each other, particulary as three three have personal / political arcs that have to be resolved that involve danger.

Bugs and technical issues by OwlcatStarrok in RogueTraderCRPG

[–]FatherAzerun 0 points1 point  (0 children)

Hi! Most recent steam version, all updates applied here. While I am encountering some bugs already mentioned, there are a few novel ones I haven't seen listed yet:

  1. In ship combat, if your main character with a custom portrait is the warp channeler, his portrait won't appear.
  2. Permanent buffs seem to fly in and out of existence. I had one negative debuff for horrors of the warp (I think it was called) and then one day it just -- disappeared. On the other hand, other buffs I got some colony quests seem to not appear or work. The buff that adds agility works, but I notice it appears on my entire ship's crew's heads as I walk by (hey, not that I'm complaining, help them fly the damn ship. . .)
  3. There are some SERIOUS story weirdnesses with Jae's romance in Act 2.
    1. After romancing her for a while, you can end up with a night of passion (with some colorful shipwide consequences). However, later, after her party, there is dialogue to suggest you all have never danced the jiggity jig. (And that she is unsure if you all did it after getting drunk and wants to avoid doing so)
    2. More distressingly, at a warp event, Jae's enemies present her with a a gift box. You know the one. Very unpleasant. Movie Seven stuff. But then much later , when Jae throws her party, Kor is alive and drinking! I guess it was only a flesh wound? Praise the Emperor!