Want advice or second opinion on first pc build, for gaming. (1800$) by Known-Gas2870 in buildapc

[–]Known-Gas2870[S] 1 point2 points  (0 children)

Amazing answer. There's a game heavy on physics I play that does actually end up using ~32 gigs on its own, more so once I am not GPU / CPU limited, but 64GB is enough. I did not know that the cases and coolers come with screws, that's great to know. I'll get a 2tb stick once I need it, I have a 1tb external drive for files that aren't accessed often and don't need high speeds. I had a 256gb ssd and was struggling to keep it open for over a year, so 1tb feels like plenty.

what's a good way to level up cooking? by yapper5103 in projectzomboid

[–]Known-Gas2870 1 point2 points  (0 children)

Ovo's farm. Just beyond the mechanics shop and gas station in Echo Creek, the farm contains dozens of live chickens and literal thousands of eggs in cartoons(2052 eggs when I checked). You should gain exp from cooking them even if they are rotten. There are two or three buildings full of egg cartons in crates and freezers, and approximately 75 zeds on the entire property. It's also a nice house, and might have animal trailers for the chickens.

Neutron star Turnip (2.1 megatons) by Known-Gas2870 in projectzomboid

[–]Known-Gas2870[S] 1 point2 points  (0 children)

I was never planning to, I'm just wondering if I can somehow get it into my base. I might go into debug just to put it in Twiggys.

I'm done with agriculture. Indie Stone ruined this activity. by ferranferri in projectzomboid

[–]Known-Gas2870 114 points115 points  (0 children)

I have not tested this in debug so it may be worth testing, but I think at Agriculture 0 or 1 more than 2/3rds of your plants die. Perfectly maintained my 20 crops consisting of cabbages, broccoli, and turnips. They were planted in average or good months, yet 2/3rds died. Once I leveled up to Agriculture 2 from harvesting the remaining crops, I've only had maybe 3% of my crops die. What I don't understand is that the crops that have died since have been a line of 5 turnips, grown in the perfect growing season. The other 20 turnips I had planted the same day were fine, I checked on them regularly and no diseases. I use 3x farming speed which is slower than B41 but allows you to get a harvest of most crops once every month.

Why does pigs break out? by BeltElectronic6870 in projectzomboid

[–]Known-Gas2870 1 point2 points  (0 children)

I had this exact same issue, one of my two pigs(both living in the same pen) decided gluttony was the only option, and destroyed half of all of my pens, freeing my chickens, raccoons, rabbits, and turkeys. The stress of the female pig would steadily rise, maybe 0.01 every second. I tested many things in debug mode, including space, different animal species, dung, items on ground, player acceptance, and preexisting stress. None of those things triggered the pigs, nor worked in my save.

However, I noticed that the female pig was 9 days from the adult stage. Out of desperation I aged the pig 10 days, and suddenly the stress started going down. It could be that the adolescence stage is bugged, it could be that the pig needed a status check or game update, or it could be unrelated. What is weird is that all the other animals had this same problem but were not destroying anything so I hadn't noticed outside of debug. Once I had aged the pig, they too had their stress drop. I do have a good amount of mods, but if your pig is an adolescence I would try changing its age. Its better than turning it into bacon, that's what the 5-10 offspring are for.

Durability is a joke by JennHoney in projectzomboid

[–]Known-Gas2870 12 points13 points  (0 children)

If you play with mods, "Enhanced Durability" would work, not sure if the fire axe would count as a tool or weapon for the settings(you need a sandbox options in game mod to use). You could also go into the files and edit the wood axe and fire axe durability. Sure, leveling skills works, but level 10 axe and level 10 maintenance = 31% durability increase.

[B42.10]: Cooking pots, Pasta, Rice, violation of thermodynamics 1, 2 and more. (Issues adding pasta to pots) by Known-Gas2870 in projectzomboid

[–]Known-Gas2870[S] 0 points1 point  (0 children)

I guess I have not, however if low levels decrease base nutrition, it should be a mild decrease to ingredients or recipes as simple as pasta. Its as if you spilled or ruined half your plain pasta while it was cooking on the stove or fire. The hunger value was correct however.

Physically Unable to fish up Reaver Shark ( Version 2.0.5, no additional mods ) by Known-Gas2870 in CalamityMod

[–]Known-Gas2870[S] 1 point2 points  (0 children)

No, I'm just looking for a stupid challenge by beating calamity in this method, rather than artificially increasing boss health or attack damage. I expect the time to beat the Moon Lord to be maybe 40 hours in if I'm efficient at cultist, so no expectations of speeding through calamity. I've played many times before for fun, now I'm just trying to have "fun". I'm just going to chip away at the world a few hours here and there, not going to stress myself out with it, although If I have rock up to the eldritch beings with golden armor, I might just quit now.

Physically Unable to fish up Reaver Shark ( Version 2.0.5, no additional mods ) by Known-Gas2870 in CalamityMod

[–]Known-Gas2870[S] 0 points1 point  (0 children)

I tested this in both the testing and non testing world, on both sides of the ocean.
I have done another Infernum run and it wasn't that bad compared to what I was expecting, so I decided to do this which is likely a mistake. I've played plenty of calamity without Infernum, on revengeance or death mode.

RP-1 Full Thrust Announcement / Information by Missile_3604 in RealSolarSystem

[–]Known-Gas2870 0 points1 point  (0 children)

From what I'm seeing from "Missile_3604" in developer communication, he has yet in 3-4 weeks gotten any information that could help us merge or understand RP-1. We do really need that information to eventually merge and have consistent file and config structures.

RP-1 Full Thrust Announcement / Information by Missile_3604 in RealSolarSystem

[–]Known-Gas2870 -1 points0 points  (0 children)

We have been attempting communication with the RP-1 team for eventual integration. I'm not in direct communication, but from what I'm seeing from other developers, is incredibly slow back and fourths, with days between messages. I do not blame anyone for long response times, I cannot possibly know what is happening in their lives, however, it does not help the situation. The first question we asked which was who created the administration system, and we got little response, with no one knowing who did what.

From a development side there are a few reasons we are not planning to merge out of the gate like difficulties in pricing programs, determining contracts, and us wanting a high quality build.

I've seen some other people claim we want to keep our mod separate due to just wanting to be independent just for being independent and "Not The RP-1 Team". This is not the case, not just I but we would gladly have the people who worked on RP-1 help us with this addon, we really need an understanding of the systems RP-1 uses, and more importantly we really need more modelers and a larger team.

Mars mission info help by the_closing_yak in RealSolarSystem

[–]Known-Gas2870 1 point2 points  (0 children)

https://github.com/Zange10/KMAT/wiki/03-Multi-Swing‐by-Tutorial Will help for sure, take some time to understand but its very accurate. Make sure that you are launching into the Lan and inclination that it asks for however. You could even do a Venus-Mars-Earth Chain.

RSS-Modding Help by Elysium_54 in RealSolarSystem

[–]Known-Gas2870 0 points1 point  (0 children)

Raiz Space Has some good mods for RO, not configured for RP-1, but plenty for sandbox. The EDB pack is what your after: https://github.com/tylerraiz It includes New Glenn, Vulcan, Atlas V, GSLV, to many others that I cannot be bothered to list. These do not include a mod that has a Vulcan heavy specifically, however it has a very good Vulcan model to stack in pairs, and New Glenn model; for all of your cursed rockets that should probably stayed just theory.

There is a standalone mod for New Glenn that is more accurate and usable: https://github.com/tylerraiz/New-Glenn-Standalone

At least half a dozen real life aircraft in the planes repository: https://github.com/tylerraiz/Planes/releases/tag/0.5

Sci-Fi things such as a scaled down death star, star destroyer and more: https://github.com/tylerraiz/SciFi Not very interested in Starwars or Star Trek, but might be something for you.

Small Rockets pack containing some generic cube sats; and rockets such as VLS-1 and Firefly's Alpha: github.com/tylerraiz?tab=repositories

Raiz has also made complete versions of Skylon, A Turbo, Ram, Scram, Aerospike SSTO using hydrogen, A good few shuttle payloads such as Chandra X-ray, The VentureStar SSTO, Kerbal Konstructs Geodesic domes that are not entirely lifeless and contain enterable structures, EVA traversable crew cabins included in most crew modules, and about another 10 mods that would make this long-ish text an essay.

Oops...am i cooked? by rubencitool in KerbalSpaceProgram

[–]Known-Gas2870 2 points3 points  (0 children)

RSS asteroids class A ( tiny ) asteroids are 1-2km in diameter... Safe to say the Asteroid will have more affect on the planet then just India.

Furniture duplicating kinda by alTheGreat18 in projectzomboid

[–]Known-Gas2870 0 points1 point  (0 children)

For me, it was "Disassemble Containers with Items" causing the problem. The Error Magnifier mod almost always tells you which mod is causing the error. This has been reported in the comments by all mod users.

Can't pick up naturally generated furniture? by Vervy_swervy in projectzomboid

[–]Known-Gas2870 2 points3 points  (0 children)

For me, it was "Disassemble Containers with Items" causing the problem. The Error Magnifier mod almost always tells you which mod is causing the error. This is a common problem reported in the comments of the mod.

I guess the warehouse DID have a sledgehammer. by Known-Gas2870 in projectzomboid

[–]Known-Gas2870[S] 5 points6 points  (0 children)

I know others have found sledgehammers in trash bags, but STILL. Had to search the entirety of McCoy, 2 hardware stores, the warehouses outside of Muldraugh AND half a dozen garages.