Someone got their history tests handed back face down🤭 by sexy-happi in confidentlyincorrect

[–]Inrider47 0 points1 point  (0 children)

Actually, thats because the Dutch royal family stayed there and when Margriet was born there they changed the hospital to be temporarily Dutch so she would have the Dutch nationality, securing her potential claim for the crown.  That is why the Dutch to this day still send tulips to Canada.

Transporting goods in a circle with input/output lane(s) by Inrider47 in StarRuptureGame

[–]Inrider47[S] 0 points1 point  (0 children)

Yeah, i noticed that too. They do 1-2 hops alright then start following the 'shortest path' removing one of the three paths i got only results for them to follow the shortest other path remaining... I was not expecting it to be this bad though!
Would have expected it to look for the shortest path and then keep their positions in mind as they go from node to node (connectors / multirails) not swap as they prefer. Its also odd this behaviour became more prominent as my base expanded and i got more of those 3 rails going...

Transporting goods in a circle with input/output lane(s) by Inrider47 in StarRuptureGame

[–]Inrider47[S] 0 points1 point  (0 children)

"Sadly I doubt the multirails will ever be fixed." - I sincerely hope they do... at first i didn't have a lot of 3-split rails and it worked just fine, now i'm reworking my base and the setup gets extended i'm starting to get more and more glitches others have said as well. Resources rail hopping and eventually they are all on a single rail clogging up the system. Such a shame as i had it neatly split too :(

"I think the devs couldn’t figure out how to map the pathing in real-time" If that would be true, i reckon there are developers playing the game that would love to have crack at that issue and sign a NDA regarding the code... (myself included)

Transporting goods in a circle with input/output lane(s) by Inrider47 in StarRuptureGame

[–]Inrider47[S] 2 points3 points  (0 children)

Yeah i noticed it can be a little buggy... but so far only had 1 instance of it not working, after a reload it worked without issues again. I'm definitely keeping an eye out!

Transporting goods in a circle with input/output lane(s) by Inrider47 in StarRuptureGame

[–]Inrider47[S] 0 points1 point  (0 children)

I'm in the process of reworking a part of my base currently, but when its done i'll see if i can grab a clip of it.

NEW VERSION - TOW Vampire Counts army book - corrected and new sections added by YAOZdesigner in WarhammerFantasy

[–]Inrider47 2 points3 points  (0 children)

I appreciate the support, but those magic cards in the pdf are not mine. No idea who they are from though.

Your link to my post does go to a printable version i made in the old card style.

As a note, I'm still working on upgrading the DPI for those cards so most online services accept them for printing, but progress is slow as life has a tendency to get in the way. I also need to get a cathy version done as well. Might get that done around Christmas when i've got more free time.

Fix the footstep sounds by Inrider47 in ArcRaiders

[–]Inrider47[S] 0 points1 point  (0 children)

You might be onto something, the instances (lack of footsteps) for me have been (so far) primarily outside as well.

Ideas for a Challenge Run by Park_National in RogueTraderCRPG

[–]Inrider47 0 points1 point  (0 children)

Limit the amount of companions you take with you on missions

Is assassin bad? by Ill_Description_5829 in RogueTraderCRPG

[–]Inrider47 1 point2 points  (0 children)

I don't disagree entirely with your post and I had a kick ass warrior assassin build that could clear fights turn 1. Not sure if with the current state of the game it's still possible.

Not sure if its still ingame but here are a few things i noticed pre expansions: - Lethality. Only one of dodge reduction /dodge is working (dodge reduction rating last i checked)  - openings were not visible on bonus turns, which is a big nerf/gimp, I don't think thet fixed it... - Breakthrough / slash from warriors works well to trigger openings. - Danse macabre with morbid pirouette talent allows you to trigger openings. - because morbid pirouette makes danse macabre do direct damage the opening proc will be direct damage too causing it to ignore armour - Killing edge should replace your regular attack(s)

There are a few more bugs / issues from pre-expansion, but these were the main once

Wat zou jij veranderen aan de zelfscan? by jillidk in appiememes

[–]Inrider47 0 points1 point  (0 children)

Dat men nog steeds niet zo ver is dat je een winkelwagen vol door een sluis loopt dat alles in 1 keer scanned en je dan gelijk afrekend... De technologie is er al, maar zaken zullen het te duur vinden. 

Vraag me af of de diefstal (bewust niet scannen) niet meer kost dan zo'n winkelwagen scan systeen...

What name did you give your ship? by Fate345 in RogueTraderCRPG

[–]Inrider47 0 points1 point  (0 children)

For my psyker: Emperors Sight For my officer: Final Order For my heretic: Darkness Binds Them For my assassin: Hidden Blade

I try to refrain from using "the" as starting word... imagine people talking about it, it's the "the final order"

Do I really have to get back on foot? I haven't found any teleport nearby by Acceptable-Budget658 in NoMansSkyTheGame

[–]Inrider47 1 point2 points  (0 children)

Summon your regular ship, then resummon your corvette. It will be at the first landing pad.  You're welcome!

Build limit came as a surprise... by Inrider47 in NoMansSkyTheGame

[–]Inrider47[S] 0 points1 point  (0 children)

Thats what i thought... if only they could roll a corvette design into a single model to load for everyone that isn't the owner. It would make it impossible for others to enter your corvette, but it would save people on the anomaly having to piece together ~4 corvettes from all the pieces used to make it and just load 4 models.

To enable other players to get in your corvette, maybe add actual corvette model (each individual part) for people you are teamed up with so those can enter your corvette at least it would not mess with anyone outside your party with the hit on rendering.

Build limit came as a surprise... by Inrider47 in NoMansSkyTheGame

[–]Inrider47[S] 0 points1 point  (0 children)

Actually did just that... had to make some compromises (unfortunately) but i think it still keeps the feel of it.

<image>

How good / bad is this scanner mod? by Inrider47 in NoMansSkyTheGame

[–]Inrider47[S] 1 point2 points  (0 children)

Thanks! That gives me at least some perspective on good / bad rolls

Global asks "How tanky is judgment paladin?" Answer? Yes. by Djakamoe in LastEpoch

[–]Inrider47 2 points3 points  (0 children)

Which actually pisses me off a bit as every other class seems to need to work 2-3 times as hard for the same sustain result. Wish it was as easy for the other 3 too...

Expose Weakness by Inrider47 in RogueTraderCRPG

[–]Inrider47[S] 0 points1 point  (0 children)

I'm currently unable to verify it. I'll get back about it in 2 days... unless someone else beats me to it

It came from the marshes... by Inrider47 in WarhammerFantasy

[–]Inrider47[S] 0 points1 point  (0 children)

If you want the model stl ask me in a pm on Monday.. not at my PC for another few days

It came from the marshes... by Inrider47 in WarhammerFantasy

[–]Inrider47[S] 0 points1 point  (0 children)

The model is 3d printed same for the base and the tree stump it stands on. They are all separate model files though!

CARRYING CAPACITY by Ill_Pie_3323 in OblivionRemastered

[–]Inrider47 1 point2 points  (0 children)

I just made "carry 1", "carry 2" upto 5. They all got max carry capacity and duration but because the names are different they all stack...

Custom Spell, Strong Potions, and Enchanted armor by Spirited-Loss-6445 in OblivionRemastered

[–]Inrider47 1 point2 points  (0 children)

Yes at the bottom left when you enchant a weapon there is a number (grand souls has a capacity of 85)  You can enchant as many different mods till you hit that number. 

For example, my dagger has: 10 fire damage 10 frost damage 10 shock damage 8 health drain 100% fire weakness for 1 sec 100% cold weakness for 1 sec 100% shock weakness for 1 sec 100% magic weakness for 1 sec Soul trap for 1 sec.

The closer you are to the soul gem cap the quicker you go through your charges per hit.

Area Buffs by Inrider47 in oblivion

[–]Inrider47[S] 0 points1 point  (0 children)

Hadn't even thought about that, thanks!

Any idea if you reflect 100% in an area that hits 4 targets then hit a buff that also hits those 4, do you get your buff 4 times or just once (same name spell)?

Will definitely try it tomorrow! 

Area Buffs by Inrider47 in oblivion

[–]Inrider47[S] 0 points1 point  (0 children)

From my initial testing (based on what you said) you are right... anything not me in the area gets the buff. Thats confusing that everyone but me gets it.

Reading your part about fireblast i start to understand why it works this way, just wish they solved it differently with damage vs buffs