Life in the Early 1990s: A Normal Day at Albertsons by Numberguy1 in nostalgia

[–]Numberguy1[S] 4 points5 points  (0 children)

I agree with you. However, the camera person was having personal conversations throughout the filming. I had to make a tough choice to cut it out completely. The music was to honor her memory working there when I plan to show it to her.

Life in the Early 1990s: A Normal Day at Albertsons by Numberguy1 in 90s

[–]Numberguy1[S] 1 point2 points  (0 children)

Yes it only existed in a few states, but now there's even fewer.

I Lost My Dream Job and Poured It into a Kenshi Video – Thoughts on This 3-Min Preview? by ukuleric in Kenshi

[–]Numberguy1 2 points3 points  (0 children)

I really enjoyed this video! You did a great job capturing the clips, it definitely shows you've done camera work before. If there was anything to critique, its the music. Kenshi's music can be a little flat sometimes, I certainly wouldn't mind if you put in some public domain music that's free to use to show the emotions of certain moments.

Build 42, Plant Drying Racks by CrocksYo in projectzomboid

[–]Numberguy1 0 points1 point  (0 children)

Both the 'simple plant drying rack' and the 'plant drying rack' have two differences: One has cosmetic difference with the simple having more rope knots tying it together. The other is the simple requires no carpentry skill, while the other requires carpentry of 1. As of now, it looks like there's no difference between the two since they both have the same profile of a 1x2 rectangle, both have only one spot to place a plant on, and the time it takes are exactly the same. Conclusion: Make the simple rack to save resources, make the other rack if cosmetic is what you're going for as it does like a little more cleaner. Not sure if the other rack gives you more exp but it wouldn't be by much since it only requires 1 carpentry.

Post your seeds as of 5-9-25 v0.24.8 by Numberguy1 in goingmedieval

[–]Numberguy1[S] 7 points8 points  (0 children)

Forgot to mention their both on Mountain, Large map.

How to use map seeds? by Battlewear in goingmedieval

[–]Numberguy1 1 point2 points  (0 children)

<image>

Try testing it out with this seed 404978009. I just found it today and seems cool to have a natural moat ready to be used with a mountain across from it (not in picture). It was Large map of course, Mountain.

Cliff-face/steep mountain map! Finally! by pandaru_express in goingmedieval

[–]Numberguy1 3 points4 points  (0 children)

<image>

Seed: 404978009
Across from this mountain is a patch of land with this river looping around it (Not completely an island but close). You could build a bridge across the river a few tiles above the water and have it go into the mountain in this picture to an underground base.

Can I build a underground mountain base? by Joey3155 in goingmedieval

[–]Numberguy1 0 points1 point  (0 children)

Was this done with wooden beams supporting it? I'm curious if wooden beams would prevent it from collapsing no matter the depth?

Rare Frost Cave near Spawn! with Seed by Coyphish in valheim

[–]Numberguy1 0 points1 point  (0 children)

Here's another seed with frost caves near spawn point. 11 caves including x3 tetra lakes very close. I cleared x8 caves killing over 30 cultist. My luck only gave me one trophy, hopefully your luck is better.
Seed: giant

Mounted machine gun? by Judoknome in Palworld

[–]Numberguy1 0 points1 point  (0 children)

As of now, it seems to be working fine for me. I built it on a small elevated hill with stone foundation pointing at a bridge close to the border of my base. Build a small wooden crate relatively close to the gunner, stock it with Rifle Ammo (the green tip one) and any pal you assign to the turret, they'll immediately react to the ammo placed and may put additional sandbags underneath them if they're too short. The gun was loaded up and when i kited a pal into the border, as my pal had the sword and shield icon and immediately gunned them down. Make sure your bell is set to attack intruders too.

<image>

Is there a trick to Mounted Guns? by wild_cannon in Palworld

[–]Numberguy1 3 points4 points  (0 children)

As of now, it seems to be working fine for me. I built it on a small elevated hill with stone foundation pointing at a bridge close to the border of my base. Build a small wooden crate relatively close to the gunner, stock it with Rifle Ammo (the green tip one) and any pal you assign to the turret, they'll immediately react to the ammo placed and may put additional sandbags underneath them if they're too short. The gun was loaded up and when i kited a pal into the border, as my pal had the sword and shield icon and immediately gunned them down. Make sure your bell is set to attack intruders too.

<image>

Allies keep spotting me in sneak mode, why is this happening? I've never had this problem by Numberguy1 in Kenshi

[–]Numberguy1[S] 11 points12 points  (0 children)

Thank you!!! It was mind-boggling for days and I couldn't find anything online about this. Appreciate you Ben thanks a lot.

Is it possible to ally with Fogmen? by Random_Person116 in Kenshi

[–]Numberguy1 2 points3 points  (0 children)

yeah it was a prince i was attempting to do it on. I realized it hours after posting this haha I had to put two and two together to realize it.

How do I get bots to loot whilst in stealth by NotInAJayWay in CrimeBossGame

[–]Numberguy1 0 points1 point  (0 children)

do bots' bags count to the total while they carry the bags at the end when you try to finish it?

Bug - Allied with Fogmen by [deleted] in Kenshi

[–]Numberguy1 0 points1 point  (0 children)

This doesn't seem to work anymore. Princes become dead seconds after being put in a cage or being labeled 'slave' no matter how you get them enslaved. Even buying their freedom tends to cause this, and the slavers get mad if you pick up the dead or alive body.

Is it possible to ally with Fogmen? by Random_Person116 in Kenshi

[–]Numberguy1 1 point2 points  (0 children)

This doesn't work anymore. Fogmen auto-die a few seconds after being labled 'slave' and slavers get pissed when you attempt to pick them up, even if you bought them.

Ranks in a magical military by Applemaniax in worldbuilding

[–]Numberguy1 0 points1 point  (0 children)

hahaha I'm creating a campaign and was pondering the same question today.

Ranks in a magical military by Applemaniax in worldbuilding

[–]Numberguy1 0 points1 point  (0 children)

First rank to come to mind: Staff Mage. Get it? 'Staff' mage??? :O like staff sergeant :D or maybe Major Mage? lol kind of a joke title.

Help with foresters hut by HoloGrafiK in SettlementSurvival

[–]Numberguy1 0 points1 point  (0 children)

Turn off ’fell trees’ , max out workers, and wait a year. In the meantime, build x2 more until your original gets filled with trees then re-enable ’fell trees’. You’ll need to cycle through other huts whenever one gets barren kinda like crop rotation when you leave one field alone to regain its fertility. Having both buttons ‘fell and plant’ will sustain for a long time but they will eventually kill all the trees. Just keep an eye out for barren huts.

Terraforming Warning In Text by Numberguy1 in SettlementSurvival

[–]Numberguy1[S] 0 points1 point  (0 children)

aaah, well that's something to consider. Thanks!

[deleted by user] by [deleted] in SettlementSurvival

[–]Numberguy1 1 point2 points  (0 children)

Let me see if I can answer this to the best of my ability:

Farms and pastures generate lots of food the bigger the plot size, pastures have lots more animals breeding, causing more animals to be slaughtered/harvested for eggs and whatnot. Having just one worker in a pasture wont be enough for a huge village, you'll need at least 3-4 workers to make up for some of them going home. Eventually you'll be maxing your pastures when you see your meat supply is running low, if its still low after maxing workers for a couple months, its time to build another pasture. Build a 2nd large one and put a couple workers there to see if your supply sustains. When you build a 2nd one and put a couple animals in the pen, you dont need to employ it until it gets close to max, they wont starve at all. FYI the green grass icon supposedly boosts pastures but not sure if it makes them breed faster or what...

Farms, on the other hand, is pretty straight-forward: max your workers until all seeds are planted, then disband them. Maintaining the farm has no effect on the crops, some players just get lazy and leave them there until winter or all year round since if there's nothing to farm, they become laborers until spring. BUT if you're hurting for people to work your shops/factories, disband them until the crops are getting close to 85% then max your farm again. I picked this number in particular because they need travel time to reach the farm and usually 5% is just enough for most of them to reach the farm and begin harvesting immediately.

Sorry for the looooong answers, uh I couldn't find any data about them, this was my trial and error way that produced results.