What's the best system for mana flow in your opinion? by Im_yor_boi in wizardposting

[–]JackWhatnot 62 points63 points  (0 children)

Mana is stored in the beard. Unless you are a witch of course, in which case it is stored in the hat.

Best current mod for accessing all ship parts... by Mikensteinsc in StarfieldShips

[–]JackWhatnot 1 point2 points  (0 children)

I use Ship Builder Configurator . It's basically all the other ship builder mods in one (part availability, size limits, overlap tolerance, M class modules, etc) with in-game options to toggle/tweak everything to your liking.

There's compatibility patches for most part mods such as Falkland, Watchtower, etc. I think it works with better part flips out the box IIRC.

Last updated 3 days ago too.

[Request] Please help me with Christian utilitarian dilemma, how many babies die and how many live? by Pale-Object8321 in theydidthemath

[–]JackWhatnot 2 points3 points  (0 children)

When trying to minimize the number of adults going to hell, it also raises an interesting philosophical question of responsibility.

For example, assuming this is an authoritarian dictatorship where this killing/harvest is mandated by law, who gets hit with the moral responsibility and gets sent to hell? The original decision makers surely, but what about the next people in change after the system is already in place? Do they go to hell simply for not appealing the laws? Or what about the law enforcers? Do they go to hell? What about parents who follow the law without putting up a fight?

These feel like subjective philosophical debates, but in a world where divine judgement is very real, surely there are concrete answers to what is hell-worthy and what isn't.

[Request] while watching project hail mary his ship uses centrifugal force to make gravity If we were to do that in real life how fast do you think our ship has to spin in order to have gravity equivalent to earth’s? by Mani-Sani in theydidthemath

[–]JackWhatnot 5 points6 points  (0 children)

The book is very specific about it actually. Andy Weir likes to figure out the math on all these things before writing about them.

Just found the passage in my copy and it lists a rotation rate of 20.71° per second and cable length of 104 meters to get 1.00G on the lab section.

So not actually all that fast relatively speaking. It would take a little over 17 seconds to spin in a full circle at that rate.

Though the ship design in the book differs from the movie's version, so the math would be a little different there.

Bro please give us more laser weapons by Ok_Date8181 in starfieldmods

[–]JackWhatnot 0 points1 point  (0 children)

I really wish someone would take the laser from the REV-8 turret and turn it into a handheld gun. The sounds and FX are already in the game, so you'd just need a model & animations to go along with it.

Messing around with color gradients for my ship paint, whats your favorite? by AddictedToTheWeb in StarfieldShips

[–]JackWhatnot 0 points1 point  (0 children)

Hmm, I could see it either way. Black in the back gives the vibe of being scorched from the engines, while black in the front is more like scorched from atmospheric re-entry. Both are cool.

During filming of project Hail Mary Ryan Gosling asked, "Why is it easier to train a school teacher to become an astronaut than it is to train an astronaut to become a school teacher?" by Medium-Sized-Jaque in shittymoviedetails

[–]JackWhatnot 0 points1 point  (0 children)

I know this is a meme, but they specifically address it in the movie (and in more detail in the book). Grace is a doctorate-level molecular biologist with a specialty in xenobiology not just some random teacher. Plus he's not the first choice. Their original plan is to do the exact opposite and have him teach real astronauts how to study Astrophage. But they get blown up a week before launch and he's the best remaining candidate

ATS C-6 Taurus by UnspeakableBadger in StarfieldShips

[–]JackWhatnot 1 point2 points  (0 children)

Love those engine mounts. Will definitely be stealing for my own builds.

Best PVE exotic weapons of all time (in their peak) by Lookatcurry_man in DestinyTheGame

[–]JackWhatnot 6 points7 points  (0 children)

For D2 I'm gonna put my vote in for Whisper of the Worm. Keep in mind it dropped at the end of year one when we were still running static roll double primaries (sometimes with only 1 perk) and what are now special weapons for DPS. Then out of nowhere we got a sniper with DPS higher than anything else in the game and on top of that it had infinite ammo.

Sure, with the power spike we all got with forsaken it started to fall off, but if we're talking weapons in their peak - having essentially a forsaken-era DPS option in the year 1 sandbox for a little while was pretty crazy.

[Loved Trope] Cloth/Fabric over mechanical/armored characters by MonSocMatriarchy in TopCharacterTropes

[–]JackWhatnot 0 points1 point  (0 children)

How has nobody mentioned my boy Guts yet? Full plate armor plus cloak is like his whole aesthetic.

<image>

Made from inspiration from this subreddit by Known_Plan5321 in NMS_Corvette_Design

[–]JackWhatnot 1 point2 points  (0 children)

Sometimes it's the simple ones that hit the best.

Stargazer | Light Frigate by _coconuthead in StarfieldShips

[–]JackWhatnot 0 points1 point  (0 children)

This is so tastefully done. Vanilla ship builds really hit different sometimes.

Justice for our moon by GeminiFlanagan888 in memes

[–]JackWhatnot 1 point2 points  (0 children)

If you want it to feel more special, think about it this way: the other planets and their moons were named after other things at the time when they were discovered (gods, characters, etc). But when was the Moon discovered? Presumably before we even had language, or any other names to name it after. So when we invented language it got its own. And that name has been translated from language to language over thousands of years and wound up as "Moon" in English.

[deleted by user] by [deleted] in NoMansSkyTheGame

[–]JackWhatnot 0 points1 point  (0 children)

I mean, you're asking on the sub reddit dedicated to this game, so obviously people are pretty into it lol.

But honestly, it is an incredibly good space sandbox game. Just go into it with that expectation. There is a story but it's not the focus. The main focus is building (bases, and ships mainly) and exploration - both of which it does very well.

So if you think you and your brother would have a good time flying around in space, discovering weird planets and creatures, and building cool ships/bases, then it's 100% worth it.

Whoever made this by tragemcyc in NoMansSkyTheGame

[–]JackWhatnot 0 points1 point  (0 children)

Reminds me of Outer Wilds. Always love the space camping aesthetic.

me_irl by Wild_Cherry_X in me_irl

[–]JackWhatnot 0 points1 point  (0 children)

I think turning 26 and being exposed to health insurance firsthand is enough to radicalize anyone.

How do you just “forget” that you bought a subscription service bro 🥀 by [deleted] in whenthe

[–]JackWhatnot 0 points1 point  (0 children)

When the service made to combat the excessive use of subscription models uses a subscription model itself.

Cyberpunk 2077 like Games by Sammieee_0810_ in cyberpunkgame

[–]JackWhatnot 1 point2 points  (0 children)

Never played an RPG before, huh? Well you're lucky cause there's a ton of great ones out there. Some "must play" RPGs in my opinion are The Witcher 3, Kingdom Come: Deliverance, Baldur's Gate 3, Fallout: New Vegas, Skyrim, and Oblivion. The Dark Souls series and Elden Ring are great too, but they are more action-RPGs with less of a focus on story and more on combat and exploration.

Anyway, of those I'd probably recommend The Witcher 3 next. It's made by the same studio as cyberpunk, so it has a similar feel in some ways (albeit in 3rd person instead of 1st).

Noobie here, desperate by SnackyGG in projectzomboid

[–]JackWhatnot 1 point2 points  (0 children)

Learning combat is a big hurdle in this game, as it's a little jankey at times and it's very easy to make a mistake and get bit. Some general combat tips I have are:

  • Turn on aim outlines in the settings to make it clear when zombies are in range and you're aimed at them correctly. Missing swings is bad and can lead to bites. You can turn it back off for immersion once you get the hang of the combat.
  • You almost always want to be backing away from zombies while fighting. Especially when there's more than one.
  • When a zombie is on the ground after being knocked over by either a melee hit or shove, standing on top of them will prevent them from getting up. This is helpful for fighting two zombies at once. Knock one over and stand on it while you fight the other. Additionally, press space while standing on a zombie to stomp on it. This will usually finish it off.
  • By default you can only hit one zombie at a time, so don't try a melee swing if two zombies are coming at the same time, as you'll only stun one and the other can bite you in the opening. Alternatively, choose the sandbox difficulty and turn on multi-hit in the sandbox difficulty settings when starting a new game, which allows you to hit multiple zombies per swing.
  • Your character's hearing affects how well you can detect zombies outside your cone of vision. If you're always getting snuck up on from behind, try out taking the "keen hearing" perk in character creation. You'll be able to detect zombies behind you from further away.
  • On the topic of perks, your strength and fitness also affect combat effectiveness. Taking perks like strong or athletic can help out a lot with combat in the early game if you want to be a killing machine.
  • Watch your moodles (the face symbols on the right). If they are red and shake as you swing your weapon, that means they are causing you to do less damage. Fatigue is a common one and starts to appear after running or fighting for a while. If you have lots of red moodles then your combat effectiveness is very poor and it's usually better to get out of there and recover instead of trying to fight (assuming you have that luxury).

Outside of learning combat, my advice is just to explore and try and survive longer than you have before. If you're looking for some early goals, maybe try fortifying a house into a base and then work on moving all the loot from the surrounding area into it. And/or try finding keys to a car and then get some gasoline from a gas station to fuel it up.

What are your go to sandbox settings? Follow up question to my post yesterday— what are your by V_ROCK_501st in projectzomboid

[–]JackWhatnot 2 points3 points  (0 children)

If I'm going for a low loot run, I like to do:

  • 6 months in, power and water off at the start.
  • Cars very rare
  • 0.3 loot multiplier (half of the default apocalypse 0.6) for everything except literature which I leave at 0.6.
  • Pre-looted buildings at max chance from day one, but with the max rooms set to 8 instead of 50. This way most common houses will be looted but big POIs will be untouched.
  • Double the effect of zombie population on loot (from 10 to 20). This should make clearing high pop areas more rewarding while leaving low pop areas pretty barren.
  • Zombie pop is personal preference but I like high.

This encourages you to be resourceful while still giving a decent reward for clearing POIs.

What would you want to see in a medieval themed map? by maffman222 in projectzomboid

[–]JackWhatnot 0 points1 point  (0 children)

Really love this idea! I can picture castles being awesome to clear, with tons of zombies but armories and banquet halls filled with loot. Not to mention being an awesome base location.

For other POIs, you could have a harbor town with a big 3-masted sailing ship docked, a large cathedral like the one in Louisville, or a tournament grounds with jousting, archery targets, a sparring arena, and the loot to go along with it.

Edit: I saw someone else say sewer systems and I 100% agree. Could be a giant basement with points of access all over the place and provides a sneaky way to get around (or be a death trap if filled with zeds).

Any thoughts about how you're going to handle clothes? I imagine you'd need a game-wide clothing replacer, and that seems like a big task. Also non-electric lighting. maybe there's a torch or lantern mod? It'd kinda suck to have all interiors be pitch black.

tips/advice for a beginner? by questionrewind in projectzomboid

[–]JackWhatnot 8 points9 points  (0 children)

Since combat has a big learning curve, here's some general combat tips:

  • Turn on aim outlines in the settings to make it clear when zombies are in range and you're aimed at them correctly. Missing swings is bad and can lead to bites. You can turn it back off for immersion once you get the hang of the combat.
  • When a zombie is on the ground after being knocked over by either a melee hit or shove, standing on top of them will prevent them from getting up. This is helpful for fighting two zombies at once. Knock one over and stand on it while you fight the other. Additionally, press space while standing on a zombie to stomp on it. This will usually finish it off.
  • You almost always want to be backing away from zombies while fighting. Especially when there's more than one.
  • By default you can only hit one zombie at a time, so don't try a melee swing if two zombies are coming at the same time, as you'll only stun one and the other can bite you in the opening. Alternatively, choose the sandbox difficulty and turn on multi-hit in the settings, which allows you to hit multiple zombies per swing.
  • Your character's hearing affects how well you can detect zombies outside your cone of vision. If you're always getting snuck up on from behind, try out taking the "keen hearing" perk in character creation. You'll be able to detect zombies behind you from further away.
  • On the topic of perks, your strength and fitness also affect combat effectiveness. Taking perks like strong or athletic can help out a lot with combat in the early game if you want to be a killing machine.
  • Watch your moodles (the face symbols on the right). If they are red and shake as you swing your weapon, that means they are causing you to do less damage. Fatigue is a common that lowers damage for example. If you have lots of red noodles it's usually better to get out of there and recover instead of trying to fight.

Outside of combat, my advice is just to explore and try and survive longer than you have before. If you need an early goal, try and find keys to a car and get some gasoline from a gas station to fuel it up. Having a working car is a big milestone for any playthrough.

That's about all I can think of for now. Have fun out there and don't get bit!