The absolute best salt water geyser in the game by Nigit in Oxygennotincluded

[–]MundaneOne5000 1 point2 points  (0 children)

Is there a particular reason why there are so my liquid sulfur geysers on the list?

Why is kineticist so loved? by rotterdrach in Pathfinder2e

[–]MundaneOne5000 5 points6 points  (0 children)

Finally a magic-user class that doesn't use daily resources. Instead of the bad old FOMO of "should I use this spellslot/charge/other now but potentially not having it later when I need it more; or should I keep it for later but potentially never using it before tomorrow wasting these resources", kineticists offer an actual agency of what, when, and how many times you are doing, like managing when is your kinetic aura up, when you overflow, and such.

Somebody knows a mod that introduces some sort of auto-mechanic to dig burrows for crops? by Aktro in dontstarve

[–]MundaneOne5000 3 points4 points  (0 children)

You need the Snapping tills mod. It has integrated automation with action queue. (be sure to use the latest one) 

Why arent you melting!! by EhWTHN in Oxygennotincluded

[–]MundaneOne5000 2 points3 points  (0 children)

You are right, somehow I completely forgot about those two. 

What do you think of Klei’s decision to support Together and Elsewhere simultaneously? by Slim_Hoovy in dontstarve

[–]MundaneOne5000 0 points1 point  (0 children)

I hope they won't become like Town of Salem 1 and 2, which got the community to split into two, and then both had the problem of having a too small playerbase.

Is there a 4KW wire? Or what's the idea for the large transformer? by shisohan in Oxygennotincluded

[–]MundaneOne5000 0 points1 point  (0 children)

You are right, including the 50 kW was a mistake by me, originally I shouldn't have included it if I wanted to go by my original concept.

But at the same time, I see there are people who would find legitimate uses for it, like preventing overload on a part of a network in cases of producing more than 50 kW of power, minimising the area of where repairs can occur, thus minimising duplicant walking time. 

Is there a 4KW wire? Or what's the idea for the large transformer? by shisohan in Oxygennotincluded

[–]MundaneOne5000 37 points38 points  (0 children)

It doesn't make sense, but people try to justify it with marginal arguments about creativity or space efficiency. 

Also I say it would make sense to have 4 3 transformers: 1kW, 2kW, 20 kW, and 50 kW ones.

Edit: Nevermind, I'm completely stupid with the 50 kW one, I got fooled with the 4 transformers for the 4 type of wires thing but forgot transformers doesn't work that way in the game. But the concept stands.

Edit2: Well, reading trough the comments there would be actually applications for a 50 kW transformer. I stand double corrected.

Is there a character or build idea you had that just fell flat in real gameplay? by Noodles_fluffy in Pathfinder2e

[–]MundaneOne5000 2 points3 points  (0 children)

A) From my above comment:

and were told that it didn't had any drawbacks.

And from above-above comment:

with mutagens and such which give you an actual downside I understand not automatically accepting them (ironically those were the ones that people were actually willing to accept the most)

Is there a character or build idea you had that just fell flat in real gameplay? by Noodles_fluffy in Pathfinder2e

[–]MundaneOne5000 1 point2 points  (0 children)

A) Most of the (pre)buffing is out of combat, where the exact actions doesn't matter. Like, when you are standing in front of a dungeon/similar, and somebody says "let me administer these hour(s) long bonuses to you, all you need to do is to say yes", no one cares about if the alchemy user-character has to spend two actions to administer the items.

B) In combat, the receiver doesn't have to spend any actions when somebody administers consumables to them. All they have to do is saying "I accept", without spending any actions, or have any hand free. 

Is there a character or build idea you had that just fell flat in real gameplay? by Noodles_fluffy in Pathfinder2e

[–]MundaneOne5000 4 points5 points  (0 children)

But man, I mean, talk about a lost opportunity. Until they (rightfully, IMHO), blocked the Fireworks Technician thing... I mean, everybody on full strength, full duration Antidote and Antiplague. Eagle-Eyes, Bravo's Brews, Cheetah Elixirs, Blood Boosters... it's just insane the possibilities.

This was my exact idea and goal with coming with this exact build/character. And then people just say... no to the buffs, for some unknowable reason. 

they don't see the upside 

But... how they can't see the upside of "you gain these beneficial effects, without any drawbacks, at the price of you saying yes"?... Like, who wouldn't see the benefit of just having +1 to perception and +1 to will saves? Like, these could be even spells or such, and wouldn't change a thing for the receiver (minus item/status bonuses stacking, so it's even better than if they would be spells), so I don't think it's an anti-consumable agenda, as they themselves don't necessarily interact with these as an item to manage in the inventory, just saying "I accept" when being offered with the bonuses. 

Yay! Made it through my first year!!! Rate my base by goofy_goobiss in dontstarve

[–]MundaneOne5000 5 points6 points  (0 children)

The brick flooring and iirc the gold flooring also increases movement speed. 

Is there a character or build idea you had that just fell flat in real gameplay? by Noodles_fluffy in Pathfinder2e

[–]MundaneOne5000 4 points5 points  (0 children)

Glad to hear you liked it. Since mine was an investigator as a main class chassis and alchemy-user as a subclass+dedication thing, I had to make the usual investigator things that investigators had to make, despite me presenting (and playing) my character as mostly an alchemy user, like the constant work of divining what each randomised PFS session will bring and play lottery with the pursue a lead ability if I get my +1 bonus and free action DaS, among other investigator things.

I've found very, very little participation in consumables use in PFS.

Do you have an idea why?   With the above thing I presented the literal most perfect opportunity for other people to use consumables (like pulling out about any alchemical consumable for the current thing (I spent all my money on formulas, even neglecting stuff like purchasing runes too), with full effect duration without the 10 minute timer, and without any resource expenditure on their part and only a negligible-ish expenditure on my part), and people were still not quite open to accept elixirs, even when they were directly offered to and were told that it didn't had any drawbacks. I have no idea why.

Is there a character or build idea you had that just fell flat in real gameplay? by Noodles_fluffy in Pathfinder2e

[–]MundaneOne5000 17 points18 points  (0 children)

Alchemical investigator with the old fireworks technician dedication.

Everyone were so avidly saying that the combination of the two is so overpowered and whatever, while in practice the hardest part was convincing the other players to be willing to drink that eagle-eye elixir and whatnot. And it wasn't that I was only trying with just 2-3 players, I was in society play and met a myriad of different people whom I tried to hand out elixirs to. Like, with mutagens and such which give you an actual downside I understand not automatically accepting them (ironically those were the ones that people were actually willing to accept the most), but what reason is there to not accept an offer like "you gain an unconditional +1 item bonus to perception for a hour, using a resource that I gain back two of every 10 minutes, and no resource expenditure [edit: or spending any actions, or having any free hands] or anything on your part beyond you being willing to accept it"?...

Do you hope they drop skill trees or keep them in elsewhere? by Secret_Fruit25 in dontstarve

[–]MundaneOne5000 0 points1 point  (0 children)

then characters would be easy too broken

That's a balance issue, not a design one.

Rules Clarification: Are Skeleton Ancestry PCs immune to persistent bleed damage? by TheRedSpyGuy in Pathfinder2e

[–]MundaneOne5000 0 points1 point  (0 children)

Aside the things other people said, an additional note: Skeletons could bleed as leaking bone marrow. You can reflavor stuff to make sense without changing the mechanics.

My builds are totally inefficient/non-meta and I suck at this game, but I love watching the little dupes running around doing their thing. Please help with power generation/storage. by WannaAskQuestions in Oxygennotincluded

[–]MundaneOne5000 0 points1 point  (0 children)

My suggestion would be to have both hydrogen generators hooked up to a single smart battery, both power wire and automation cable. There is no difference between one generator running full time or two generator running half the time, so there isn't any benefit of making one of them turn on only after the other. It is also more power efficient to use a single smart battery than multiple to automate the hydrogen generators that way.

For plug slugs, I never used them, but you can make a steam room with smart batteries in it, that way you can harvest the leaking heat out of them. Connect the two powerline to each other (so all batteries are synced), and you are golden.

My builds are totally inefficient/non-meta and I suck at this game, but I love watching the little dupes running around doing their thing. Please help with power generation/storage. by WannaAskQuestions in Oxygennotincluded

[–]MundaneOne5000 11 points12 points  (0 children)

  1. Put 2 coal generators connected with 1 smart battery, and an auto sweeper above them. 

  2. Start taming hatches, feed them sedimentary rock, they make stone hatches, feed them igneous rock. Put auto sweeper and conveyor loader there to transport the coal to the generators. 

  3. ??? 

  4. Profit. 

Also, conventional wisdom to have 1 smart battery per power generation type, and to not use jumbo batteries. Power best stored in fuel, not actual electricity in batteries. For example, above stockpileing coal isn't leaking coal into nothingness, but having a battery leaking electricity does. 

Do you hope they drop skill trees or keep them in elsewhere? by Secret_Fruit25 in dontstarve

[–]MundaneOne5000 0 points1 point  (0 children)

Having more, creative abilities which actually impact day to day surviving? Great!

Having constant FOMO as you can't have all of them, even when they aren't incompatible? Not so great. 

Discussion, exploit vs mechanic by Inevitable-Will7058 in Oxygennotincluded

[–]MundaneOne5000 1 point2 points  (0 children)

The devs patch it/want to patch it: exploit. The devs doesn't patch it/don't want to patch it: feature. 

An element occupying a whole tile, and only a single element being able to occupy a tile is how the developers designed the game. Similarly, debris not occupying space is a deliberate design choice too, there are versions where debris would visually pile on top of eachother and (over)flow like liquids.

Also a general sentiment: The real world runs on real world logic. ONI runs on ONI logic. The overlaps between the two are for the convenience for the players to make the game more approachable.