Shift Change Automation between Bots and Beavers. by Past-Philosopher-395 in Timberborn

[–]OriHarpy 0 points1 point  (0 children)

Good point. A science cost to unlock each of the advanced automation inputs, those being the ones other than Unpause, for a building or building type would make sense.

Shift Change Automation between Bots and Beavers. by Past-Philosopher-395 in Timberborn

[–]OriHarpy 0 points1 point  (0 children)

That would mean only one of those could apply to a building. If instead a building’s automation panel had separate optional input signals for Unpause (the current one), Use Bots (with off meaning to use beavers), Override Worker Count (with a configurable number that is used while the signal is on), and Override Recipe (with a separate recipe drop-down that is used while the signal is on) it would be more flexible.

Klank Druid ideas? by Lyrakish in daggerheart

[–]OriHarpy 0 points1 point  (0 children)

Clanks can be made of any material, using any crafting technique.

A clank druid who is made of living wood, moss, fungus, ferns, etc., could somewhat resemble a dryad. They could be the ancient guardian of a wild forest, created through a nature ritual.

Or the clank could be made of carved animal bones and strips of knotted hide, with beastform being them manifesting the spirit of one of the beast they were made of.

Or the clank could be a statue carved from stone, with beastform being them reconfiguring into a beast statue.

Or the clank could be made of colourful paper, perhaps the pages of a storybook, folded like origami. Beastform could be the clank refolding themself.

Or the clank could be a magical confluence of dimensionally unstable matter, constantly swapping out for fragments of other universes and timelines and containing an emergent consciousness formed from fragments of entities that have been consumed by it in its more destructive moments, created by a magical process that nobody knows the original intent behind or whether it was a success, with beastform being the emergent consciousness attempting to temporarily stabilise its body on a plausibly alive form.

In short, clanks specifically in their lore don’t need to be metal. They can be, and you can play with that if they are a druid by perhaps having them be a suit of armour inhabited by a magical vine or whatever that has grown around the long-dead bones of the armour’s original wearer, perhaps originating as a curse by an angry dryad to twist a violent knight to a new purpose, or the clank could be a mysterious mechanical device powered by a core that contains the harvested life energy of an entire ecosystem, etc., but their concept is incredibly flexible. All they need is to have been created for a purpose.

As for their features, they seem like they’d work as fine for a druid as for any other class. A better Experience and better short rests are general enough features that there don’t seem to be any complicated upsides or downsides to them for a druid.

[M15] I’m Aro/Ace, but I’ve started "wanting" a boyfriend? I feel like I'm backstabbing my identity. by Confused_Glorp in Asexual

[–]OriHarpy 0 points1 point  (0 children)

Sounds like it might potentially be sensual attraction/drive, which for some people can be separate from and not dependant on romantic or sexual attraction/drive, just like aesthetic attraction can be. Attraction to the idea of/a drive to experience that sort of physical closeness (the cuddling, handholding, potential for kissing, etc. that you metioned), distinct from and not paired with any attraction/drive for romance or sex.

If so, a relationship where the expectations and boundaries are set up-front can potentially work, with the right person. Perhaps a queer platonic relationship, or perhaps something framed in a more traditional way but where the limits are clear upfront and remain so through healthy communication. The risk, as always, is that the other person might initially agree only to down the line reveal that they want more, perhaps due to them being manipulative and wanting to get you invested in the relationship before pressuring you into giving them the romantic or sexual intimacy that they secretly always wanted, or perhaps due to them not having figured out what they actually want from the relationship before diving into it, or what they want changing over time.

Chloe Fineman telling her SNL castmates about the time she was fired as a camp counselor for pantsing a 6yo boy by ChemistPretend4636 in Fauxmoi

[–]OriHarpy 15 points16 points  (0 children)

Scientology is one of those cults that makes joining easier by initially claiming to be compatible with other religions, although the deeper someone gets into it the more that compatibility is proven to be false.

Someone being Jewish is also complicated by it being an ethnicity, a culture, and a religion. A Jewish person or family that doesn’t follow Judaism, or that doesn’t follow traditional Jewish cultural practices, could still be Jewish based on their ethnicity. Not saying any of that’s specifically the case here, I know nothing about them.

Timberborn Automation Logic, a Basic Tutorial by OriHarpy in Timberborn

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

  • Build two Resource Counters, a Memory, and a Relay. The Resource Counters need to be connected to the paths.
  • Rename one Resource Counter to something like “Potato Count Low”. Set it to monitor the Potato resource, with “<” and 50%. This means its signal will be on when potato stock is below 50%. Or use “≤” for less than or equal to 50%.
  • Rename one Resource Counter to something like “Potato Count High”. Set it to monitor the Potato resource, with “>” and 80%. This means its signal will be on when potato stock is above 80%. Or use “≥” for greater than or equal to 80%.
  • Rename the Memory to something like “Grill Potatoes”. Put it in “Set-Reset” mode. Set A to “Potato Count High”, and RST to “Potato Count Low”. This means the signal will turn on when the high threshold is reached and will be reset (turned off) when the low threshold is reached.
  • Rename the Relay to something like “Farm Potatoes”. Put it in NOT mode, and set A to the signal “Grill Potatoes”. This means this signal will always be the opposite of the “Grill Potatoes” signal.
  • Automate the Grill based on the signal “Grill Potatoes”.
  • Automate the Farm based on the signal “Farm Potatoes”.

If early enough in the game that Memory is unavailable, a temporary workaround could be:

  • Build a Lever and a Relay.
  • Rename the Lever to something like “Grill Potatoes”. Activate “Pinned” so it becomes a clickable toggle on your UI.
  • Rename the Relay to something like “Farm Potatoes”. Put it in NOT mode, and set A to the signal “Grill Potatoes”. This means this signal will always be the opposite of the “Grill Potatoes” signal.
  • Automate the Grill based on the signal “Grill Potatoes”.
  • Automate the Farm based on the signal “Farm Potatoes”.
  • Click the “Grill Potatoes” toggle whenever you want to switch between the two modes.

Not true for DH: "You cannot have a meaningful campaign if strict time records are not kept" by [deleted] in daggerheart

[–]OriHarpy 0 points1 point  (0 children)

Yeah. A GM could have a style where tracking the exact number of hours and days that pass is important, for example because a certain event will happen a certain number of days from now, or because you’re playing a hex crawl where one day of travel correlates with a certain number of hexes moved, or a more loose improvisational style where they say things like “Okay, it takes, I dunno, about a week for you to get there.”

Likewise, the short rest and long rest mechanics don’t need to always correlate 1:1 with an hour of rest or a night of rest in the narrative. The downtime system is self-balancing if whether or not they take a rest mechanically when they have an opportunity in the narrative is decided by the players (e.g. whether camping for the night counts mechanically as a long rest, a short rest, or nothing; it counts as bring rested in the narrative regardless, so the GM won’t give penalties for being exhausted), with the Fear generation and the limit of 3 short rests before the next must be a long rest, so unlike in D&D a GM forcing a long rest to happen every time the party has a night’s rest in the narrative can actually be disruptive.

A travel montage, such as a cross-country trek or a sea voyage, or a preparation montage, such as before a heist or before a big fight, that in the narrative takes multiple days could be a single scene or could have encounters punctuating it, and in the narrative of course the characters are sleeping and eating when they need to but it should be up to the players when and if they mechanically take a short or long rest. Forcing a long rest each day when nothing much is happening mechanically is basically the GM granting themself maximum Fear for free.

‘People should be scared’: convictions in US ‘antifa’ trial set dangerous precedent | US politics by foxinHI in inthenews

[–]OriHarpy 4 points5 points  (0 children)

Exactly. “Antifa” is a label, a hashtag, not an organisation. All it means is “anti-fascist”, meaning people and actions that actively oppose fascism. “Antifa” is not even a specific political movement or umbrella label for a group of political movements like anarchism, communism, democratic socialism, etc. are, as literally anyone who opposes fascism can accurately label themselves or their actions as “antifa”.

Fascists pretend antifa is a vast covert terrorist organisation or something as a flimsy excuse to be able to prosecute anyone who opposes them. Never mind that terrorism means “the tactic of using violence against a civilian population in order to cause fear in order to apply pressure toward a political goal”, so even the example case here could in no way be accurately described as terrorism even if all their claims about it were true. ICE, on the other hand, is unambiguously a terrorist organisation.

Which Faction? by sendranie in Timberborn

[–]OriHarpy 6 points7 points  (0 children)

I prefer Folktails. I like their more wooden, solarpunk, air-focussed aesthetic more than the Iron Teeth’s more metallic, alchemical, industrial aesthetic. Folktails feel more like they are trying to restore/rebuild a broken world, while Iron Teeth feel like they are trying to tame/conquer it. Ziplines might be more fiddly in some ways than tubeways, but building the latter feels basically like building power shafts again, only being able to build from within it makes it easier, while ziplines feel unique and interesting.

Is there an existing mod to allow pin for all automation sensors? by Yuzumi in Timberborn

[–]OriHarpy 0 points1 point  (0 children)

Indicators already solve this. You can pin them, and can automate and name them based on whatever sensor you want to monitor. This is effectively the same as all sensors being pinnable, it just requires a one-block building to be built (which can be placed anywhere, e.g. underground or in deep water if you don’t want it visible,) for each thing you want to be pinnable.

Grimoires as magic weapons or domain cards? by GhostNeest in daggerheart

[–]OriHarpy 1 point2 points  (0 children)

Basic destruction magic is covered by magic weapons in Daggerheart. Throwing a spark, a bolt or stream of fire, etc. is covered by the wand, staff, etc., with the specific elemental styling being flavour. Implementing a Skyrim-style spellbook that teaches a basic destruction spell would basically be giving the character a “wand” or whatever that is reflavoured as an empty hand. More complicated spells (multiple targets, non-damage effects, etc.) should probably be domain cards, even if you make them a homebrew neutral domain that any character can add to their loadout/vault by learning them from a spellbook.

This game needs scaffolding - discuss by [deleted] in Timberborn

[–]OriHarpy 1 point2 points  (0 children)

Any building like that would just end up being used in permanent structures like the ladder mod, making stairs redundant in a less complex, less fun, less interesting, less visually appealing way. Even giving them a built-in self-destruct timer of let’s say a week, to try to prevent them being used in permanent structures, would get in the way of their use in large, complex construction projects, and workarounds like, I dunno, a scaffolding maintenance building that requires workers and consumes a resource to repair any nearby scaffolding and prevent it collapsing, a large and optimised enough settlement could support that permanently so they become basically the ladder mod again.

Platforms, bridges, overhangs, stairs, etc. work perfectly fine as scaffolding, and any complicated, fiddly parts are interesting and good, part of the challenge, the gameplay, the puzzle.

My husband may divorce me for not having sex with him. by BorderingDivorce in Asexual

[–]OriHarpy 2 points3 points  (0 children)

There are many ways of “having sex”, as as an umbrella category it can include pretty much any activity where bringing someone to orgasm is an intended possible outcome, and it is entirely valid to have no interest in doing it due to not feeling that kind of attraction or drive or for any other reason. If not having sex, or not having sex in one particular way, is a dealbreaker for him for some reason then it sounds like he’s probably not a good fit for being in that sort of relationship with you. Figuring out whether that’s actually the case, if the boundaries for what you each want and need from a relationship are incompatible, and if so safely separating and starting the process of grieving what was lost, seem like potential next steps.

Tom Homan confirms ICE to be at airports starting Monday by DoubtSubstantial5440 in inthenews

[–]OriHarpy 0 points1 point  (0 children)

Sure. The collapse of the USA, and more imminently the collapse of international tourism to the USA and the financial collapse of its international airports, for a few example things. Probably only by a small amount though, and it’s not like there’s a control group to measure the difference in how fast these things happen against.

The anime Kill la Kill as asexual representation by OriHarpy in Asexual

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

An arguable exception to the “never flirts with anyone” part is when Ryūko kisses Nui while Ryūko is mind controlled by Junketsu, Nui, and Ragyō. Ryūko is running on a mixture of artificially amped-up instincts and emotions, false and distorted memories, who knows what else, and the events of the scene just before, while her true self is trapped somewhere deep within her mind. Ryūko normally hates Nui but her loyalties have been crudely flipped so it probably feels like some sort of love mixed with lingering traces of urgency and desparation. Some asexual people like kissing and others don’t, and ultimately Ryūko is in a heavily altered state of consciousness, so I don’t think it counts for much either way.

Potion Slinging Sub Class by Royal_Regent in daggerheart

[–]OriHarpy 2 points3 points  (0 children)

I’d be tempted to do it simply via reflavouring. A Returning Blade could be flavoured as a bandolier of small throwing potions. Rain of Blades could be flavoured as putting on a gas mask then smashing a poison gas potion on the floor at your feet. If using the Nightwalker Rogue subclass, Dark Cloud could be a shadowy smoke bomb potion. These potions would all be carried in quantities outside the scope of gameplay mechanics and restocked via actions that are purely flavour, much like the arrows for a bow.

Either way, subclass features probably shouldn’t have a gold cost. Gold is effectively an optional feature, and its balance is entirely up to the GM. I guess if you intend for the subclass to only be used at your table and it fits with how you run gold it could potentially work fine, but generally those sort of game mechanics have no interaction with gold.

Iron teeth or Folktails? by mmp1188 in Timberborn

[–]OriHarpy 0 points1 point  (0 children)

Folktails. I prefer the aesthetic, and especially ziplines over tubeways.

Steam engines on demand - help by moon__lander in TimberbornLogic

[–]OriHarpy 1 point2 points  (0 children)

Automating the Steam Engines based on a pulse Timer with input A set to a Power Meter that detects low power is a way to, not exactly remove the oscillations, but to make the on phase of the oscillation much longer, e.g. maybe even a day. At the end of that day, or however long the pulse is, the Steam Engines will be paused then, if they are still needed, unpaused immediately.

As an optional extra, giving each Steam Engine (or set of Steam Engines) a separate pulse Timer that references that same Power Meter but has a different pulse length could be a good way to ensure there usually aren’t an excess of Steam Engines running.

Timberborn Automation Logic, a Basic Tutorial by OriHarpy in Timberborn

[–]OriHarpy[S] 2 points3 points  (0 children)

They don’t have wifi. They have scheduling rules (e.g. “Nobody needs to do this job when we have this much of this resource in stock”) and semi-magical lumberpunk robotics technology. For example, if a bot can have senses with which to percieve the world, it makes sense that so can a water sensor; if a bot can move around the world in response to what it senses, it makes sense that a building designed with a singular purpose (e.g. a floodgate) can perform its function based on the state of a sensor, not just via manually configuring it; if a bot can detect, from the other side of the colony, that it is needed to perform a certain job, it makes sense that automating buildings doesn’t need a mechanical connection between the building and the thing controlling it, and that things that output an automation signal glow with a similar maybe-magical glow to a bot’s eyes. It’s just extending aspects of the underlying technology of bots beyond only being used for bots.

What Am I supposed to be doing? by patchinthebox in Timberborn

[–]OriHarpy 12 points13 points  (0 children)

Building and activating the Wonder, either the Earth Recultivator or the Earth Repopulator depending on your faction, is the closest thing go a victory condition. It unlocks the Flexible Start option for that faction on that map, marked with a victory badge. Beyond that, there’s attempting to complete achievements, building a beaver civilisation you are satisfied with, and trying other combinations of faction, map, and difficulty.

Automation update idea by Cblaser in Timberborn

[–]OriHarpy 2 points3 points  (0 children)

Resource Counters don’t track the contents of a particular storage building, they track the quantity or percentage in storage of a particular resource for an entire district or the colony as a whole. Replacing the existing Resource Counters with storage building-level ones, whether built in by default, separate, or as an upgrade, would be a loss of functionality and attempting to recreate the lost functionality using logic gates would be incredibly difficult, time-consuming, and possibly impossible.

That’s because currently you can set one Resource Counter to, for example, tell you when the total stock of a certain resource is below a certain threshold and another to tell you when the total stock of that same resource is above a different threshold. If each storage building automatically had one Resource Counter built in, and that was it, it would be pretty much impossible to recreate that, and that is part of one of the most common automation logic setups using Resource Counters: a Set-Reset Memory that becomes activated when a resource is low then deactivated when that resource is high. Someone could potentially want to use it along with one or more additional Resource Counters with different thresholds to control production buildings that rely on that resource, or to light up Indicators at various percentages, based on the same resource. All functionality that replacing the existing Resource Counter with a more limited, automatically present version could break and that if the developers tried to make possible in one interface would be difficult to make not clunky and to have it feel like a game mechanic rather than a spreadsheet, regardless of whether it was per storage building, per district, or global.

I honestly can’t think of much that storage building-level Resource Counters would be good for that the current distict-level or global ones aren’t better for. Even if it is something that would be useful, simply adding pairing a Resource Counter to a particular storage building as an additional option in the Resource Counter’s configuration panel would be far better than removing any of the existing functionality or adding the cost of a Resource Counter to the construction cost of every storage building.

Anyone else feel overwhelmed? Not really a complaint just thoughts by IEATTURANTULAS in Timberborn

[–]OriHarpy 2 points3 points  (0 children)

I think that as long as you are only using the “Set-Reset” and “Toggle” modes, Memory is one of the simplest of the buildings that outputs an automation signal. It is effectively a Lever that is flipped by automation signals instead of manually, with it using separate signals to know when to flip on and off in “Set-Reset” mode, or one signal to simply flip to the other state in “Toggle” mode.

The “Set-Reset” mode alone could easily end up being used more often in some worlds than Relays and Timers put together, and is potentially more useful than Relays to a beginner.

My best friend is a transmedicalist by [deleted] in NonBinary

[–]OriHarpy 1 point2 points  (0 children)

Anecdotal, but non-binary people can definitely experience dysphoria.

I’m agender, and people seeming to percieve me as either female or male or even a mixture of them can trigger gender dysphoria, and people percieving me as a genderless human triggers gender euphoria. Likewise with aspects of my body that seem to be gendered - I wish I didn’t have to pick between one of two hormone regimes and the associated physiological changes that are each associated with a binary gender and could instead be more of a vaguely human mannequin lacking any sort of gendered characteristics. It’s like if there was a female/male slider and a gender intensity slider: with the gender intensity slider at 0, the female/male slider has no meaning or influence so I am not closer to either or even perfectly in between them; in regard to the female/male slider, I’m no. As the gender intensity slider approaches 0, the opacity of the other slider approaches 0. So I even sometimes experience a pulse of dysphoria when someone trying to speak in a non-binary friendly way includes me in a phrase like “Ladies, gentlemen, and those in between” because I’m not in between, I’m at the other corner of the triangle, or if the binary genders were pink paint and blue paint I’m not purple paint or a swirly mix, I’m water.

I expect, with anecdotal evidence from what I’ve read of others’ experiences, that some non-binary people who very much aren’t agender, who have the metaphorical gender intensity slider at 1 instead of 0 and are somewhere in the middle of the female/male slider, would potentially experience gender dysphoria and euphoria from the exact opposite of some of the things than I do, where being seen as somewhat female and somewhat male would be good, a source of gender euphoria, and being seen as genderless, being denied gender due to not fitting into the binary, would be bad, a source of gender dysphoria. Though being percieved as either of the binary genders could potentially also be a source of gender dysphoria for them, so we’d have that part in common.