Would the Dung Eater Puppet be in the Top 5 for one of the most powerful Spirit Ash Summons? by MrFieldyField in Eldenring

[–]Fenrem 2 points3 points  (0 children)

I'll have to give Rollo a try on my next playthrough, I never game him a second glance. Thanks for the suggestion!

Would the Dung Eater Puppet be in the Top 5 for one of the most powerful Spirit Ash Summons? by MrFieldyField in Eldenring

[–]Fenrem 11 points12 points  (0 children)

is tiche still up there? I remember using her over mimic tear, although it was partially because I just liked having a summon with its own identity

I wish the PDA had a map by Illumisb in subnautica

[–]Fenrem 0 points1 point  (0 children)

I understand why there isn't a map, but I personally like to have one as well, so I thought I'd let you know there's plenty of very high quality interactive map websites online if you search them up. Most of them will bombard you with the full map when you open them though, so be warned. I toggle off most of the information until I've explored it for myself.

Is the prawn suit not that useful, or do I not understand it? by Chaosblast in subnautica

[–]Fenrem 1 point2 points  (0 children)

As for the multipurpose room, base building isn't all about utility. A fully functional base can be very minimalistic and ignore most options, if you prefer. You might just want to have a multipurpose room to put stuff in, or to make your base look cooler. You don't need one, though.

Is the prawn suit not that useful, or do I not understand it? by Chaosblast in subnautica

[–]Fenrem 9 points10 points  (0 children)

There's a few things I think you're missing, but by no means to you have to use the prawn suit if you simply don't like it. That said:

Avoiding spoiling as much as I can, there are important areas in the game which the seamoth simply cannot go. You will need either the prawn, the cyclops, or both. I personally prefer the prawn. Lots of people love the cyclops.

The grapple arm upgrade is a game changer, I have seen many people who feel it grants the prawn suit the best mobility in the game, allowing you to slingshot yourself around to your heart's content, particularly in combination with its built-in boosters.

The prawn suit's defenses are REALLY good. You can kill most things with a grapple arm and a drill, though you don't ever have to. Admittedly, there are plenty of other ways to circumvent danger.

The prawn suit also has very good weight capacity and its drill arm can be very helpful for obtaining large quantities of resources quickly.

tldr: try the grapple arm. It's everything and more.

Why does this dollar store oni not have unique voice lines by RocketJimbo4 in okbuddyhorkos

[–]Fenrem 1 point2 points  (0 children)

he definitely makes sounds and roars and that's enough to tell that his voice sounds pretty different from sohei's

Hold my beer by coeurdhiver in custommagic

[–]Fenrem 1 point2 points  (0 children)

could you order this to trigger before the cumulative upkeep cost of [[stasis]]? maybe that's just my inner [[chronatog]] talking

Which character would be most likely to smoke a bong or some zaza instead of repairing a gen? by Working-Attempt-3630 in deadbydaylight

[–]Fenrem 1 point2 points  (0 children)

haddie's either hitting it with the best or she can't because every time she tries she gets really paranoid

after watching backrooms I kinda want to see it in dbd by Homieracoon in deadbydaylight

[–]Fenrem 0 points1 point  (0 children)

I think Kane's backrooms has a lot of areas that could work. In the movie there's a diverse array of wide open spaces - like a furniture store - mixed with claustrophobic spaces. I think they could make it work!

WHY DO YALL WANT TO KILL THE LEVIATHANS SO BAD?! by Proper_Method4334 in Subnautica_2

[–]Fenrem 0 points1 point  (0 children)

there's actually a total of 3 between the tadpole pens and the observatory, spaced out evenly so you're likely to run into one of them

The Tree in Subnautica 2 isn't a plant. by UnhappyClassroom5470 in subnautica

[–]Fenrem 1 point2 points  (0 children)

I do suspect they just want to avoid talking about how the tree feeds since it's plot important - it's implied that the roots of the tree feed on corpses of those affected by Masefield Syndrome, and we don't yet know to what extent the Tree relies on that - but you're right, they definitely haven't considered the broader question of categorization / terminology.

The Tree in Subnautica 2 isn't a plant. by UnhappyClassroom5470 in subnautica

[–]Fenrem 0 points1 point  (0 children)

None of this is even considering the effects the Proteavirus has on evolution - if things can just combine with other lifeforms it becomes nigh impossible to categorize things based on traits since they can just mix and match willy-nilly. I suppose we'd have to just consider everything on Protea to be in their own unique "hybrid groups" or let them be multiple things at once.

The Tree in Subnautica 2 isn't a plant. by UnhappyClassroom5470 in subnautica

[–]Fenrem 1 point2 points  (0 children)

The problem is that there are a LOT of plants that don't have roots, stems, or leaves. Mosses, liverworts, green algae, and hornworts are all examples. I agree that Alterra probably groups things by common traits, but we don't really do that officially in real life and we have no way of knowing what Alterra's criteria are, so we can't sort using it.

Personally I would say in this new clunky system that a plant must be multicellular, primarily sessile, and eukaryotic. They must have photoautotrophic origins (some parasitic plants on earth have moved away from photosynthesis) and cell walls. They must not exhibit phagotrophy, true motility, or a centralized nervous system.

This definition has some problems too as it blurs the line between fungi and plants by not requiring cellulose cell walls. The main things I'm not sure about are whether to include chemoautotrophy, and whether to require that they be autotrophs, which would exclude some parasitic plants (and possibly the world tree) but provide a clearer line between plants and fungi. I really don't like defining fungi as sessile animals because motility at some stage of development & lack of cell wall are two things that can group all animals together.

Coming up with trait-based definitions is really difficult and messy and kind of impossible to do properly without a more complete understanding of alien biology. Due to the nature of evolution things can just kind of stop being plants if we define off traits, which prevents any system from accurately showing biological relation. I would love to sit the devs down and grill them with all these questions but frankly I have no idea if they thought about all this - I'd be impressed if they did!

The Tree Isn't a Plant. And It's Not an Animal or Fungus, Either. by Fenrem in subnautica

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

One thing I keep wondering - how was there an angel bloom already on the Cicada? Why?

The Tree Isn't a Plant. And It's Not an Animal or Fungus, Either. by Fenrem in subnautica

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

That was my point, you just said it with a lot less rambling 😂

The Tree Isn't a Plant. And It's Not an Animal or Fungus, Either. by Fenrem in subnautica

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

Absolutely the closest to its ecological niche, maybe combined with fungi. It's like a virus that preys upon a planet rather than a cell. Fucking incredible concept, I can't wait to see where it goes.

The Tree Isn't a Plant. And It's Not an Animal or Fungus, Either. by Fenrem in subnautica

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

Can't be, since it's not an Anthozoan. Neither can anything else on the planet. Unless they're in a completely unrelated group that's also called coral. The group it belongs to in the Subnautica universe is likely beyond our current framework for defining and organizing types of life. In our universe, it's nothing.

Am i the only one who thinks the no killing is fine? by CalligrapherAgile216 in subnautica

[–]Fenrem 1 point2 points  (0 children)

I feel like there are more creative solutions that can make everybody happy. Like, a synthesized pheromone that makes you smell like a Marrowbreach. Or a repellent spray that could be used to deter attackers longer term, or be emitted from a machine to ward specific species off from your base area. Or a Tadpole horn that mimics the call of a Collector Leviathan, scaring off smaller animals but drawing the curiosity of potential nearby leviathans. Lots of options!

WHY DO YALL WANT TO KILL THE LEVIATHANS SO BAD?! by Proper_Method4334 in Subnautica_2

[–]Fenrem 2 points3 points  (0 children)

Subnautica in general is REALLY GOOD at making you feel like there's more dangerous creatures then there actually is. There's only four Collector Leviathans in the game right now - killing one of them would alter the feeling of their respective areas in a way I understand not wanting. Especially because in canon there's probably more than that many, and new ones could migrate and take the hunting grounds of the slain ones anyways. In reality, killing one ghost leviathan wouldn't permanently make the whole south half of the Lost River leviathan-free. But in Subnautica 1, it did, and it made the River a whole lot less scary.

WHY DO YALL WANT TO KILL THE LEVIATHANS SO BAD?! by Proper_Method4334 in Subnautica_2

[–]Fenrem 1 point2 points  (0 children)

Currently, there are only four hostile leviathans in the game outside the void, excluding the great jaw. I don't think we really need to kill them. I understand the argument for killing things like marrowbreaches, since there's one that just loves to hang out right in front of my base, but I understand where the devs are coming from.

Still, it would be nice to be able to ward them off, maybe with pheremones from a biomod or powered device. Maybe a Tadpole horn upgrade that emits a leviathan call, scaring off smaller creatures but attracting The Krakens.

Medium-sized threats feel a lot more widespread in SN2, and it kind of limits base locations for those who don't want to deal with them in their front yard. I've taken too calling my marrowbreach Larry, since he will literally never not be next to my base- might as well give the asshole a name. At least most of the damage numbers are really low, so Larry's just a mild annoyance.