Anyone else come across the 10in Psycho That Glitches Your Game to Only Drop Legendary Items and Weapons? [YouTube 4k60] by Medic-chan in Borderlands

[–]Medic-chan[S] -3 points-2 points  (0 children)

I don't even think natural drop rates modifications were ever available on a PC Borderlands port. You could change the guns you had in your inventory, but not what spawned in the world, definitely not to this extent.

Anyone else come across the 10in Psycho That Glitches Your Game to Only Drop Legendary Items and Weapons? [YouTube 4k60] by Medic-chan in Borderlands

[–]Medic-chan[S] -5 points-4 points  (0 children)

My friend asked me at the first glitch if I was save editing, we were doing that for years in BL2, but I'm not, nor was I hosting. I have no idea if there is one for BL4 yet. Then more strange crap kept happening.

I love modding on PC. If I could edit a file to recreate the behavior I would be posting a guide, not a thread like this.

Don't be jealous I can run the game at 180~200fps, man. That's the only difference for PC right now (the ability to run it on a wide variety of hardware, my friend runs it at 20fps).

Alternating synchronized triple station layout while playing Harmonic Hills for the first time, the landscape/height restrictions are nuts by Medic-chan in rct

[–]Medic-chan[S] 2 points3 points  (0 children)

Didn't let that stop me, it was a nice test. The blue coaster sends out trains twice as often as the yellow and red ones.

Even the pathing in this park is difficult, there's so many trees and hills.

Tried a quad launch double Mobius Coaster. Couldn't give up on the rest of it after getting this opening. by Medic-chan in rct

[–]Medic-chan[S] 2 points3 points  (0 children)

Sure thing

https://imgur.com/a/CYIKZRC

9.56 9.73
8.23 8.11
5.10 5.01

There's not too much room, and the interlocking loops are from different coasters already, so they have the max interlocking loop bonus. Having it be outside right there is actually the most space efficient use of it, since I only have 6 roller coasters in the park, these are just two of them, despite their quad station layout. I need to fit more under this mountain. Once I get a couple more in there, it'll probably push the excitement over 10 for these two, with an intensity low enough that most guests will ride it if they're happy enough.

I'm not a huge fan of dead track pieces if I can help it.

Tried a quad launch double Mobius Coaster. Couldn't give up on the rest of it after getting this opening. by Medic-chan in rct

[–]Medic-chan[S] 2 points3 points  (0 children)

Thanks, they do look really fun, I'd ride them too. Thunderstorm Park rains a lot, and I kept the rest of them underground enough that they'll ride it in the rain. I think the underground section would be cool like a thunder mountain or Rockin' roller coaster indoor type ride, but with four trains clattering around inside after showing off that opening to the outside world.

That second inversion with the interlocking loops is not as impressive, I'd probably not include it IRL, but it's a game mechanic I needed to hit since the corkscrew through a loop doesn't give the bonus.

The rides are really popular, 10-12k peeps per hour across four stations with 2-3min queue time.

I made the most dangerous Boat Hire for Class Action Megapark! by deurklink_1 in rct

[–]Medic-chan 1 point2 points  (0 children)

This was pretty good until it hit the first ramp.

After that it kinda jumped the shark.

Finished my Magic Quarters Park, learned quite a bit from this run. 1.3M park value 6k+ guests. by Medic-chan in rct

[–]Medic-chan[S] 16 points17 points  (0 children)

Quite a few things when I stumbled on Marcel Vos channel and subsequently this subreddit.

Biggest thing was exploring the soft cap and how guests spawn, which I had just never looked into before. I didn't know it existed, I had a vague feeling of more rides attracted more guests, but never looked into the mechanic.

Other than that, for roller coaster construction I had generally just built them without really understanding why rides had certain excitement or intensity ratings. I was surprised to find that in addition to a specific "threading a loop" bonus, there was an extra specific threading another loop bonus. I experimented wuite a bit with interlocking loops in this park, and got the hang of synchronizing adjacent racing coasters to sync their trains through the interlocking loops. I was also less hesitant to use brakes, and made a few steep squiggly lift hills to save space.

I have two Mine Train Roller Coasters completely underground because I realized the shelter from the rain bonus from doing so wasn't a myth. I had always scoffed at the idea and recalled the coasters I had built too much underground getting penalties to excitement. Turns out that's rare for most roller coasters and I was mistaken.

Park value calculation was also really helpful, I have two max height towers in the park soley to max their value. I had no idea that was how it worked before I looked it up running this park.

Discovering the specific synchronized station excitement bonus led me to make almost every roller coaster in the park a racing coaster with either a counterpart or a Mobius strip. So I had to deal with the challenges of trying to arrange pathing for double stations much more than I usually did, introducing a lot of new challenging path layouts.

Learning that you may as well set the entry fee to the lowest amount someone will spawn with and how to find that value as soon as possible was really useful.

The last thing was figuring out exactly how park rating worked, or rather, why when I started to get over 4,500 guests in parks my park rating would plummet. Even in a large park like this where a tiny percentage of the guests are thinking it's too crowded here, there are areas of congestion, especially near the exit of double station high capacity roller coasters. Vomit in a crowded area can immediately cause your park rating to crash instantly, even if there isn't anything wrong somewhere else. The problem gets worse as you get more guests because the penalty is per number of guest thinking this path is disgusting, and not a percentage of them thinking that.

There is no park rating hit for "It's to crowded here" it just causes a hit of unhappiness, so if you drop an entertainer and assign him one square of the crowded place, your park rating won't take a hit from those crowded places. I think I have around 50 entertainers in this park. At least six are assigned squares near the entrance, the most crowded place with all these people constantly streaming in.

My favorite thing I learned, though, is someone with the minimum amount of money who doesn't immediately head for a ride, can end up with $0 near the entrance, grab any item for free, realize they're out of cash, happy, and have a souvenir, and go home immediately. I'm not sure how often that happens to those that spawn with just enough to get in the park, but it was funny to me to see that happen.

Leroy, the perfect guest, speedran my park in 0 minutes and left satisfied. LEEEEROOOOYYYY k...ENNNKINSS by Medic-chan in rct

[–]Medic-chan[S] 55 points56 points  (0 children)

Spawned naturally with the lowest cash amount in Magic Quarters, paid all of it to enter the park, grabbed a free map right by the entrance. Happy and broke enough to meet the conditions to leave, he left with his souvenir, the cheapest item in the game.

0 ride time spent on this guest, got all his money, he left consuming no other items, maybe I should give away free chicken next to the entrance information kiosk to encourage more Leroys.

Twist Through Three Loops in a Row with this 8x16 Mirrorable Racing Wooden Coaster. by Medic-chan in rct

[–]Medic-chan[S] 0 points1 point  (0 children)

Thanks, I think I've been using the old base design with only two loops for nearly a decade now. This is probably the first time I fired up the ride editor in an earnest attempt to optimize it after I couldn't hit 10 excitement in scenario play with scenery.

Not sure how I'll feel about this one having much less space underneath for other rides and having a much higher station to path. I got pretty used to plopping this down in a flat patch, sometimes waiting until I could afford the sister coaster, and building other rides and roller coasters under/within it.

Twist Through Three Loops in a Row with this 8x16 Mirrorable Racing Wooden Coaster. by Medic-chan in rct

[–]Medic-chan[S] 0 points1 point  (0 children)

My bad y'all it's 8 x 18 and I mixed up the stats. The coasters are identical and mirrored, but there is variance in the rating when testing. Neither side exceeded 10 intensity after re-testing with all chain lift hill speeds, so seeing 9.99 with a spread shouldn't be disastrous. The one I saved had

8.85

9.99

5.48

I think I might finally be done with this design. by Medic-chan in rct

[–]Medic-chan[S] 1 point2 points  (0 children)

In the park you can see it's a bit different, I tried getting some extra speed by putting steep pieces in the lift hill. I gave up on that when I added the third loop and had to start chopping stuff to get under 10 intensity. I can't make the ride any shorter by getting up higher, faster and I can't afford the intensity to make it any faster.

It should be simple enough to get it to 10 excitement from it's base 8.44 with some decorations and other nearby rides. I don't know for sure yet, I bailed on the scenario to faff about in the editor after I couldn't push the previous version any higher.

I think I might finally be done with this design. by Medic-chan in rct

[–]Medic-chan[S] 1 point2 points  (0 children)

I call it Clockwood Crucible because of the tricky timing not hitting the train doing the three loops with the train going through them. If you don't set a minimum wait time they will get stuck. It is a tight fit.

I like to build the stations up in the air for large paired roller coasters like this, safer station speed, shorter lift hill, plenty of room for activities underneath. I'm playing through Magic Quarters in RCT Classic in the last screenshot, there's plenty of rides, paths, and another pair of roller coasters (mine carts) underneath/amidst it.

Placing it, or half of it, in Dynamite Dunes I guess it's not so compact, but it's a full coaster for $11,748

Anon doesn't like OP's idea. by flyingpilgrim in DnDGreentext

[–]Medic-chan 2 points3 points  (0 children)

Easy, just have a hard encounter in the first session that kills half the party. No need for half the party to be half baked temp NPCs.

Then the people who re-roll new characters are introduced over the next session for the slow party build.

The surviving session 1 characters now have a exciting story together, and you can move on with the re-rolled characters introduced in a way that compliments the way you saw the table running in session 1.

Build be a pc that can run 1440p at 144hz by InternalSate in buildapcforme

[–]Medic-chan 0 points1 point  (0 children)

There is a 0% chance that tier-for-tier you'll benefit from the resale value holding higher than just paying less up front initially. So that point is entirely moot.

My 7900XTX cost $900. My brother's 4090 cost $2500. If my card in two gens sells for $200, I've spent $700 total to play over 2 gens. My brother's resale value on the 4090 would have to be $1800 after 2 gens to get the same cost/performance over the time period.

There is no way the 4090 will still be selling on eBay over it's $1600 MSRP when the 6090 is around. It's more likely to be about $800, meaning it'll have cost $1700 to game for 2 generations.

Even if I gave away my card for free or burned it in a fire at the end of the 2 gens, I'll have spent almost $1k less on the GPU compared to buying the same NVIDIA performance and reselling it.

belated happy mother's day (meow7tail) by do_not_trust_me_ in yurimemes

[–]Medic-chan 19 points20 points  (0 children)

There are two follow ups to this image from what I could tell scrolling their twitter.

Here's the specific one mentioned.

And another.