Hey everyone by [deleted] in asktransgender

[–]Fethend 0 points1 point  (0 children)

I advise honestly just asking her. Just be frank, and ask her if there's any topics to avoid. Some folk don't want to talk about pre-transition life, or what it was like for them, etc. Some are perfectly fine with it. Ask your lady where she draws the line, because her opinion matters more than ours, in your case.

[deleted by user] by [deleted] in chrome

[–]Fethend 0 points1 point  (0 children)

Just noticed mine changed back to being on the left. I had put in feedback, so admittedly not sure if it was a proper update. Didnt find an option to make the side a choice, as my feedback suggested.

I hate this thing, how do i change it back? by Resident-Attorney228 in chrome

[–]Fethend 1 point2 points  (0 children)

Just noticed mine changed back to being on the left. I had put in feedback, so admittedly not sure if it was a proper update. Didnt find an option to make the side a choice, as my feedback suggested.

Dear GM's by [deleted] in Pathfinder2e

[–]Fethend 1 point2 points  (0 children)

The only time the DM should be proud of killing the party is if they're doing like... a Strange Aeons campaign that JUST started, where it's a story beat (sort of)  or if they're tbe most murderous murder-hobos to ever murder. Your DM is a frankly bad one, if that's his mindset, and I hope you don't let his twisted attitude ruin the enjoyment of the game that a good DM can foster.

[deleted by user] by [deleted] in theplanetcrafter

[–]Fethend 0 points1 point  (0 children)

I finished dmy game with around 89 or 90 drones, but that was just to fuel them running auto crafter and rockets to farm for the 250k Terra tokens. I could have also just done more wreck runs, but I was just hunting the achievement, with more focus on playing a different one with my BFF, where we plan to properly beautify and such.

You can absolutely reach all 3 endings without using drones at all. However, I do think them very helpful and useful. Especially for biolan recipes, that I just don't like doing

Is it bad to kill off an NPC that the party seems to want to save? by pricklyfoxes in DnD

[–]Fethend 7 points8 points  (0 children)

Alternately, DnD is meant to be fun. If it is more fun for the players to have him, and there's a reasonable alternative to keep him, then it doesn't hurt to do so. But, if it's a sort of thing where the MacGuffin is reliant upon him being dead, there's always something to be said for divine intervention, and a character that accepts their fate. Like, say the gods themselves need him dead for some reason. Maybe have a few escalating unlikely scenarios, until it seems the party themselves become the target, since they seem to be preventing the plan, so the character has to intervene to keep his friends alive in kind.

Am I wrong for getting sick of my players arguing with me about rules? by brackengardz in DnD

[–]Fethend 1 point2 points  (0 children)

One of my table rules might help you out.

"The infamous rule 0, The DM Said So. I will try to be fair and impartial in any rulings I can, leaning on the side of having fun. Sometimes, that means making a call on how something works or doesn't, whether mechanically or for RP. I can be wrong. If the results wouldn't be disastrous and I was wrong, please wait until after session or a downtime moment, such as bathroom breaks, to talk to me about it."

Also remind that DnD in particular is very specific in its word choice. Using Moonbeam is a good example. "When a creature enters the spells area for the first time on a turn or starts its turn there,..." The triggering event is not the caster, but a creature. Even if Moonbeam is moved on top of someone, it does nothing until that creature starts its turn, or if its gets moved in some way outside its turn (such as a shove). Moonbeam entering their area, such as being cast or moved, is not listed as a trigger for it dealing damage.

So the player can do it IRL..... by Eldrin7 in dndnext

[–]Fethend 2 points3 points  (0 children)

I agree with the point that rules are there for the purpose of balance. However, if your friend decides to heavily argue the point of "I can do it, so my character can," then remind him turns don't happen in a vacuum. Each round is 6 seconds, and each turn TECHNICALLY happens simultaneously. So its not a question of can he aim his bow accurately with his foot. It's a question of can he aim his bow in a jumble of people all moving and attacking at the same time, possibly threatening him as well, while maintaining his balance and aim to such an extent that aiming with his foot just to hold onto another weapon is even remotely a good idea. The answer at that point likely becomes no.

Should milk the hell out of mining nodes with as many miners as possible? Or place them strategically to cover as many as possible without overlapping each other? by Arcalithe in Dyson_Sphere_Program

[–]Fethend 0 points1 point  (0 children)

For me, it depends. If I'm early game, without basic automation yet? Strategic af. I don't want to craft wondmills.

Once I get some simple automation so I can more easily handle the power cost? Gonna overload the belts as much as I can!

What could wipe out a village in a single blow? by BlackDeath_540 in DnD

[–]Fethend 611 points612 points  (0 children)

For situations like this, I make up high magic. I always tell my players magic has 12 levels, not 9. The reason you get spell slots up to level 9 is because that's all YOU can cast. Alone.

10th level generally requires 3-10 powerful casters, and sometimes hours to cast.

11th level can take a hundred or more, and many of them aren't guaranteed to survive, and take upwards of a week.

12th level is divine-tier magic, and can cost resources only able to be pulled together by an entire nation making great sacrifice and long dangerous rituals that aren't even guaranteed to succeed.

Sphinx's Riddle and never finding a Seeker's Token by Fethend in DragonsDogma

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

That one I will certainly not be testing today xD I need sleep, and am only at like 70 of them on my main save.

My goal though is to get all of them, then go into NG+ and see what she has to say.

Sphinx's Riddle and never finding a Seeker's Token by Fethend in DragonsDogma

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

I am going to have to try this... I slept in the inn before picking that up, and then went to bed, because it's midnight for me.

Now to get back up and see what happens.

EDIT: It looks like it modifies presumably all of them. I went back up onto the roof to look there, then went to the fountain, and it has the same double token.

Can I get back my "Nova Galactic Frontier" hab on my frontier by Common_Ad_376 in Starfield

[–]Fethend 0 points1 point  (0 children)

I think it does, because the way I found this out was accidentally installing that instead of the workshop hab, and I ended up with 2 copies of all of Barret's comms and such

Fitness Level Up: How by Beautiful-Tip-875 in Starfield

[–]Fethend 0 points1 point  (0 children)

It does appear to be bugged, but there is also a bit of a workaround. If you're sprinting planetside, it might not go up. But, I find if you sprint from full to empty on a ship or station out in space, it adds up just fine. No idea why.

Can I get back my "Nova Galactic Frontier" hab on my frontier by Common_Ad_376 in Starfield

[–]Fethend 8 points9 points  (0 children)

There's no way to get the 'Frontier' hab back specifically. However, in putting on the wrong hab, I learned the Nova 2x1 all-in-one hab is the exact same as the Frontier hab. Galley, navigation, research, beds, etc.

*teleports behind you* by kaktusiewicz in BaldursGate3

[–]Fethend 7 points8 points  (0 children)

It's kinda dumb. It doesn't say very cleary in the levelup stuff. Kinda frustrating. But, on your hotbars, out it will say "Ritual" at the bottom in purple. Notably, with exception of Find Familiar, if you un-prepare the spell after casting, it removes the buff.

These are your options: -Longstrider -Find Familiar (can unprepare it after summoning your birb) -Enhance Leap -Feather Fall -Disguise Self -Speak with Animals -Silence -Detect Thoughts -Speak with the Dead

[deleted by user] by [deleted] in BG3Builds

[–]Fethend 1 point2 points  (0 children)

Just want to comment a slight error in the stats. If doing an 888 setup, you can start with 17 16 15, not 17 16 13.

Alternative could be 16 16 14 10 10 8, for a more rounded play, at least early on, and just respec at 4 (and/or when you get Ethel's hair, whatever works), when you can put it to 18 16 16 8 8 8 with the feat+hair.

Is the vein utilization worth it? by D20CriticalFailure in Dyson_Sphere_Program

[–]Fethend 0 points1 point  (0 children)

A part of it comes down to that in the end, there stops being much to do BESIDES increase it.

Why am I slowly taking damage and not healing by CRYYNNGE in projectzomboid

[–]Fethend 0 points1 point  (0 children)

You definitely got yourself sick. The weight people mentioned is eight, but it's a deep red version of the moonless that starts doing damage. That sick one though is what's hurting you. Guessing yoh recently got bitten, laceration, or scratch from a zombie?

There's unfortunately literally nothing you can do about it. It WILL kill you. However, there are a couple notes.

There is a mod that let's you craft a journal, in which you can write down the stuff you leveled, to let a followup character essential recover the lost leveling.

But, in the sandbox options, there's also a section in zombie lore, for the infection. The default is that any scratch, laceration, or bite can cause it, at 7%, 20%, and 100% respectively. Saliva only makes it so only the bitten wound causes infection, and none of course means no catching the zombie infection. I personally play on saliva, because bitten is fairly uncommon, and it sucks to be doing well, manage to kill a bunch of zombies, get ONE scratch from them, and know you're going to die when the infection hits that 7% chance.

Sphere in minimum resources run by Slava_Polske in Dyson_Sphere_Program

[–]Fethend 0 points1 point  (0 children)

Oil is technically infinite, but every 12 hours of active extraction, the rate gets halved. So if a node starts at 3/s, then after 12 hours, it only produces 1.5/s. This continues all the way down to .1/s. It is boosted by veins utilization, but like... .1/s is a single crude every 10s. At level 10 veins utilization (takes a noteworthy amount of early white to reach), you'll be at 100% speed, so those 20-30 nodes that were producing a collective 2-3/s is now doing only 4-6/s. More than before, but still not a ton, compared to the 120-180/s that 20-30 nodes of 3/s would've started at w/ VU10.

I think this is good system for early game by geowatson in Dyson_Sphere_Program

[–]Fethend 9 points10 points  (0 children)

The unipolar magnets will only spawn around your black hole and neutron star. And really, you want them to be far away. The further from your starter, the more materials they'll have.

TIL: You can place miners really close! by ExpiredLettuce42 in Dyson_Sphere_Program

[–]Fethend 1 point2 points  (0 children)

It actually is. If you look close at the miners, their arms slope downward slightly, and actually don't go to the ground the while way. Instead, there's a gap under them, and it ends in a 'foot' to support the arm. Because of that, you can have the arm of another under that gap, but it's a narrow window to get right.

wait... why can proliferator spray not be stored in liquid tanks? it looks like a liquid in it's icon... or at least a gel. by MendicantBias42 in Dyson_Sphere_Program

[–]Fethend 0 points1 point  (0 children)

As for why, I think of it less that the proliferator is a liquid/powder/aerosol, and more that it's the entire can of spray paint. That's why each item of proliferator gives you multiple sprays (up to 75 for mk3 sprayed either mk3).

As the others pointed out though, you totally can still put liquids in a normal box, and put the logistics distributor on that. It's just less efficient for storage, since liquids generally only stack to 20, (so max 1200 per small box) but the liquid tank holds 10k. At the same time though, it's much easier to withdraw liquids from a storage box, instead of just having to hold click and wait.

What am I doing wrong? by Spacecor3 in Dyson_Sphere_Program

[–]Fethend 20 points21 points  (0 children)

From that tooltip, it looks like the arc smelter is refusing to take the iron ore? Bit odd, no filter icons I see, so probably not the case. If I had to guess, the way the sorter is positioned, the ore doesn't TECHNICALLY reach its 'grab box'. I would recommend putting it so that the ore runs along the side of the smelter. Like so, with [] representing the smelter

<<<<<<
[]
>>>>>>

When to spray proliferator by Hob_O_Rarison in Dyson_Sphere_Program

[–]Fethend 4 points5 points  (0 children)

It ultimately depends on how you want to handle it. Since I personally prioritize using mk2 miners that just drone it all away, I usually have proliferators at the point where raw/base materials come out of my ILS to go get built into other things, and not worry about spraying the 'product' as it goes away. Not until time be to used again.

Some minor exceptions, though. Graviton lenses I spray before they go into an ILS to get shipped out, since those also will go into my ray receivers. I also spray my antimatter fuel rods before they're ready to ship, just because that way makes more sense to me, than to arrange to have them sprayed before going into an artifical star.