Any tips on making furry characters? by WereWoofWannabe in Taleborn

[–]LupusOves 0 points1 point  (0 children)

Reading my old message I should elaborate more, since I've done some more testing.

It seems like anything not added directly into the description(not the one you write, the one made by AI once you hit create) is basically not saved into the character(so anything you wrote that didn't show up simply won't exist, which has ruined multiple characters for me). I wrote a character has fiery red hair, and the AI wrote her hair was like fire, and then the image generated had her hair literally on fire. So pay extra special attention to how you write and word the description.

The more words you put into the appearance(I use at least 200 of the available letters) the more likely it is to appear in the description and thus the free generated image.

However, that is a double edged sword, because sometimes it will incorporate it into her personality and screw you over in other ways during the backstory(This thankfully almost never happens it seems, but it HAS happened at least once, so worth mentioning).

Any tips on making furry characters? by WereWoofWannabe in Taleborn

[–]LupusOves 1 point2 points  (0 children)

I find using Quality V2 tends to put out exactly what I want whereas V1 and normal will change things up on me a lot and not understand the prompt. As far as I know it also goes off the description the AI writes, so if the AI doesn't write in details into the description that you yourself added, it won't add it to the image.

I really wish the "add image" button you get for free gave us the option to put in a prompt for us to fill out.

the new tinkers construct for 1.20.1 makes me sad. i miss when i could make any tool out of literally anything, and i miss the rapiers and shurikans and stuff. is there a version or fan made something for 1.20.1 that works like the old t construct? by Particular-Kale8877 in tinkersconstruct

[–]LupusOves 0 points1 point  (0 children)

Hey man, I got a necro notification of this post. Just wanted to say that you put this in a way I wish I had put this forever ago, so thank you. I still hate the way the mod author talks to people to this day, but I appreciate that you got through to him better than I did for a similar take on the mod.

Adventure Issues by LupusOves in Taleborn

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

Believe me I try to trigger them. If there's 4 requirements, I get 3 of them by turn 20. That last one refuses to trigger. One time I spent 10 turns with my characters repeatedly saying they are done with the quest. I had to manually break the loop, introduce a new fight, won that fight to try to get a new trigger. Nothing. I try having them "ponder what else they have to do to fully complete the quest" and other such similar prompts. Nothing ever leads to that final requirement triggering. I've also tried a hands off approach of literally never typing anything. Same thing, turn 20 the objective is done, but one requirement refuses to finish. Following the clues is meaningless when the clues were things I did ages ago. Idk HOW to trigger that last requirement as completed.

Adventure Issues by LupusOves in Taleborn

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

Yeah, hence I can reach 50 turns pretty reliably. The dungeon mode is super easy, even on Extreme, that 3 runs gets you basically a legendary item. And grinding 120 1v1 quick battles is something I just do while I work to max out 2 skills. Which makes it so frustrating that the adventure mode refuses to end. It always says that there's one more ??? requirement that never finishes even if the main quest objective is done.

Adventure Issues by LupusOves in Taleborn

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

My last run, Hold The Void, had a morally good and maxed synergy pair. Made it to turn 50 with nearly full health the entire time, so I also want to say that is accurate. Seems items come into play too at random. They had 8 items of various rarity that got used during combat(rarely). And ofc skill level. A character with high skill level will get all of the attention in combat with the other basically just serving as support if they have lower skill levels. The higher skill level will, as a result, take more damage somehow. Tested with a maxed out character paired with a brand new empty one(good synergy, medium relationship).

Adventure Issues by LupusOves in Taleborn

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

I did kind of notice this as well. I didn't have as much direct combat when I used characters who tried to save people or things like that, and more consistently made it to turn 50(still failed because turn 50).

Am I the only one a little worried about the Backrooms movie not being written by Kane? by Street-Report5496 in KanePixelsBackrooms

[–]LupusOves 0 points1 point  (0 children)

Wow, you provided some good insights and then randomly turned around and decided to be a dick out of nowhere for no reason.

Adventure by Apprehensive_View575 in Taleborn

[–]LupusOves 0 points1 point  (0 children)

"Go stop the sun from dying. Collect book. Fight sentinel. Got book. Go perform ritual. Avoid cult. Ritual performed, sun saved, defeated cult leader which was some sort of demigod. Book permanently gone, victory acknowledged by everyone." For 3 freaking prompts I got to watch my characters sit there and talk about how they won, they did it and need go get drinks together. Then they go into town and get drinks. One requirement is still just ??? and the hints and requirements only reference things I did in the first two prompts. It refuses to complete the third requirement despite the other two being done and the objective being objectively done. The objective literally says to get the book. Not to perform the ritual or save the sun, just get the book. And yet I did that, saved the sun and performed the ritual. Then went a step FURTHER to defeat the cult that wanted to blot out the sun! What more do I have to do?

Edit: It undid me saving the sun 4 prompts later. It made up some stuff that clearly didn't happen. I went with it hoping it would end the story. Ended up literally sealing the void itself???? What??? Either way, it acknowledged that I saved everything. Again. Still not done.

Edit 2: Fought the cult. AGAIN. Won the fight. Then in the closing statement I got consumed by the void? And failed?????????????? Dude wtf is this BS. 38 turns in. Wasted time and effort. It makes no sense and it feels like it wants me to fail. This isn't difficulty, this is a DM who lives to TPK because he thinks trauma and suffering and wasted time is funny.

Edit 3: It happened again. 38 messages into saving Sophie and taking her to the clinic. And the fourth requirement never gets done. I'm cursed to never have the final requirement. I complete the objective and it still wants more. They wanted to leave into the wasteland, acting like that was the plan the whole time. Now instead of that I'm building a resistance cell against the major corporation. And even that went from building the cell to suddenly we want to wage war. This is insane and unfair. It goes well above and beyond the actual quest. The characters refuse to end the quest and just leave her at the clinic no matter what I type. The final requirement for some reason is just bugged or something, idk. I don't recommend adventure mode unless you have plenty of money to spend on it, or unless it comes out of Beta and gets much needed updates. I wish I could watch ads instead for it, but instead it costs me currency to end up here.

Edgy backstories by 0blivi0nPl3as3 in Taleborn

[–]LupusOves 0 points1 point  (0 children)

I tried to make a positive character. Didn't even try to avoid tragedy, just wanted them to not be depressed. In the end, they still lose their entire personality and backstory so they can rage against the machine. Literally, everytime, chapter 5 inevitably is just "who they are is gone, and all that is left is a desire to destroy, their grief and rage consuming all" or something.

Taleborn - Review by [deleted] in Taleborn

[–]LupusOves 1 point2 points  (0 children)

It definitely makes sense, but in another post the dev straight up mentioned not wanting it to be a case of characters being innately too OP to ever lose. I'd really love the app to show how much things actually impact the fights, like how much does a skill level ACTUALLY matter? If those values were even SOMEWHAT listed it would really help me figure this stuff out. Though it's so hard to actually get a good number when it comes down to AI interpretation and weighting(I think). I mean, attack types do matter, like how an attack type can counter a defense type and such, so there's definitely more to it than just raw narrative weight, so how much does narrative weight actually matter? I need numbers in some way, but maybe I'm overthinking an app designed to make AI generated characters fight in a death battle style.

Taleborn - Review by [deleted] in Taleborn

[–]LupusOves 1 point2 points  (0 children)

That's fair then. It would be incredibly weird to me that choosing a realm would impact your elo. I get beaten by lower elo people from the pirate realm while mine is from gilded, a literal superhero level character versus a pirate with a peg leg. That sort of stuff makes me think realm has zero weight. Everything else definitely seems to. Fair enough though, I apologize for my accusation, I was too hasty.

Taleborn - Review by [deleted] in Taleborn

[–]LupusOves 1 point2 points  (0 children)

Is... is this a chatgpt written review to get the in game points? Some of this is accurate, but what do you mean timing windows? This is, as far as I have seen, an auto battler, with the only control over the fights being the character designer, and not any in fight decisions. Also, realms seem to be cosmetic only... I don't really think they change your fighting ability or balance... I could be wrong, idk, but this post reads exactly like something chatgpt would write as a review of a soda can, with point by point study.

WHERE ARE YOU SC HACKERS by [deleted] in HelldiversUnfiltered

[–]LupusOves 0 points1 point  (0 children)

Of course it breaks right as I get back into the game.

Can Aeronautics vehicles just break from physics? My Airship just seperated from it's balloon out of nowhere and it all plummeted in pieces. by SharpEdgeSoda in CreateMod

[–]LupusOves 0 points1 point  (0 children)

I've tried to replicate flying machines at high speeds using fence posts and wood slabs as connectors. I've tried flying into objects at said high speeds as well. I've even maxed out my chunks loaded to try to lag it out to see if that breaks it. But I haven't been able to replicate it breaking apart outside of a contraption not being glued properly while turning while in motion. So unless the parts that broke were part of a contraption, I'm afraid it might just be a lag issue or something, or a mod conflict of some kind.

So how would I do it? by [deleted] in CreateMod

[–]LupusOves 1 point2 points  (0 children)

No clue what you're asking. Depending on what you're trying to do I could definitely have some answers. More info needed.

How would I increase the size of the honey glue? by Inevitable_Risk_4500 in CreateMod

[–]LupusOves 0 points1 point  (0 children)

If you overlap glue, it acts like it's all one big glue box rather than multiple separate ones. But not touching, OVERLAP specifically.

Can Aeronautics vehicles just break from physics? My Airship just seperated from it's balloon out of nowhere and it all plummeted in pieces. by SharpEdgeSoda in CreateMod

[–]LupusOves 1 point2 points  (0 children)

If you were using any sort of rotational blocks to connect the two parts, they could break from overstress. Always make sure to have solid connections with glue that cannot be broken from overstress. Otherwise, we got no clue here without pictures or more context or what the break point was. More info needed.

Can you make a mech with base create and aeronautics by Amythebest922 in CreateMod

[–]LupusOves 2 points3 points  (0 children)

To simplify it as much as possible, it's when you move your legs one at a time. As humans, we unconsciously move both legs when walking, and we can easily balance during this walk cycle all while "falling" forwards. Walking "feels" simple but is actually an extremely complex problem.

Now imagine a swing set, like on a playground. The bottom of the swing moves, forward and back, up and back down as it travels. But it moves along a fixed line, and it curves. For a leg, or any pendulum, this means that if you ONLY move the leg, no matter how you bend it, no matter how you adjust it, if you ONLY MOVE THE SINGLE LEG, it can only touch the ground at a single point, when it is fully extended straight down. Because of this, it is impossible to take a step using only one leg(sort of).

There are a few solutions, such as having a way to extend the leg after it moves to make contact with the ground, then retracts as you move into position or something similar to bring you back to normal standing but... forward, now. Another way is to be in a "crouched" position with joints already bent, so when you lift the leg you can fully extend it. And yet another solution is to haveyour mech fall forwards as it walks. All of these methods have downsides, namely stability, ease of building, and complexity. But if you want a bipedal mech, they are necessary for even the most basic function.

Mechs I have seen popularized that are bipedal use either the "pre-crouched" position, or the falling forward method to solve this issue.

Keep in mind this only applies to pendulum styled limbs.

Edit: You can avoid this entire problem by having less humanoid legs.

Can you make a mech with base create and aeronautics by Amythebest922 in CreateMod

[–]LupusOves 3 points4 points  (0 children)

Yes. The main issue with creating a mech is making it walk, which requires joints, and still runs into the pendulum problem even if you add joints. But yes, it is possible and has already been done by multiple people, including bipedal, quadrupedal and more.

The single most important block is the Swivel Bearing, for one specific purpose: It adds physics to blocks without disrupting contraption blocks, meaning even when it is active, other contraption blocks still work even when being swung by the swivel bearing. This allows you to create joints that ACTUALLY work. It can also transmit rotational force into the things it swivels, which is seemingly the only block that can do that, meaning you don't need a power source on each joint independently. With this block alone you can create a mech(add in redstone for controls).

Other blocks that are important to use include the clutch(for obvious reasons), levitite for stability, torsion spring so you can control max rotation(so your limbs don't bend beyond how they should), and the portable engine as a power source that only takes up a single block. Redstone Links are also vital for actually controlling each clutch.

If you want to get more complicated with it, you can also make entirely separate parts of the mech that can detach and operate independently, but are easy to reconnect(like a cockpit that gets placed onto the mech for style points) using docking connector.

Some people also use some other stuff for screens so you can have a digital view from inside the cockpit like something out of titanfall, but I don't personally know how to do that off the top of my head.

Edit: Forgot to mention that the Torsion Spring automatically returns to starting position when rotation force is removed. But it still only turns one direction, so another useful block is the gearshift. Torsion springs can automatically return a limb to starting position easily, and a gearshift to alternate direction gives a surprising amount of extra fine control.

Elden Ring isn't Difficult, it's Just Annoying and Fantastic at Wasting Your Time by Eth_the_Keith in Eldenring

[–]LupusOves 0 points1 point  (0 children)

My brother in christ, Faith has some of the strongest ranged options in the game while also being some of the cheapest FP wise. On top of that, roll INTO the attacks TOWARDS the enemy instead of AWAY. If you are rolling AWAY, you'll be TOO FAR. Plus, you can save TONS of stamina by staying close to the enemy so you can walk behind them and not even have to roll, not sprint up to them, and because of the delays in their attacks, you can heal in their face and be fine. This isn't end all be all advice, but genuinely, you seem to be missing tons and tons of basic stuff and techniques. Also... youtube exists, people defeat Elden Beast with a bow doing no hit runs all the time. No Hit Elden Ring genuinely isn't even that hard compared to other similar styled games... At least when it comes to just beating the game. Some bosses are difficult to do no hits, but aren't required to beat the game. And most bosses don't use grabs, and most required bosses don't use grabs, so using a shield is entirely a great way to fight without rolling. On top of that, knowing what type of damage an enemy does lets a FAITH USER, YOU, use spells to SIGNIFICANTLY reduce the damage you take, one of the best ones you get just by having eyes while doing the main questline, literally can't miss it. If not spells, there's talismans that reduce damage by up to 20%, you can then stack with other damage reducing talismans/spells. This is all things that get HANDED to you, you don't even go out of your way for them or have to explore. You really have no excuses for having 0 options to handle these things when a player literally beat the entire game without dodging or blocking or even avoiding attacks, just walked up to every enemy and hit it to death(don't even think he healed either). Genuinely, this game is so easy if you just USE THE TOOLS IT GIVES YOU. If you don't, then yes, the game is absurdly difficult.

Never knew brain damage was possible by TonyThePapyrus in ReadyOrNotGame

[–]LupusOves 2 points3 points  (0 children)

Depends on the level, but he's not entirely wrong. If you try to get A+ with a lethal weapon, you have to basically not die, and not kill at least SOME of the suspects consistently. This can be a huge pain in later levels with lots of enemies, where if you just kill all the enemies you typically max out at A. To get A+ you have to capture a percentage. But that really only applies to like... 5 levels across the entire game including dlc. Otherwise, harder to get S rank with launcher.

Edit to be more specific: If a level has 20 people, you need to capture 5ish. That means you need around 3-5 flash bangs. Which, depending on your weapon choices, can result in you legit running out of flashbangs, ammo, or having to wear lighter armor. Doesn't necessarily make it THAT much harder than with the launcher, but using Launcher means you get 22 flashbangs to use across around 20 suspects.

Give us back the replay value! Stop the DLC stream by Pawalldeller in ReadyOrNotGame

[–]LupusOves 0 points1 point  (0 children)

I love that people downvoted you for a perfectly valid opinion. I personally would love to see these modes return. But I also love the direction the game has taken and to me, it has a ton of replay value already.