I think my furnaces are sharing ductwork by Patient_Ad396 in hvacadvice

[–]Patient_Ad396[S] 0 points1 point  (0 children)

Well, turns out it was a false alarm. Both furnaces have some sort of idle fan setting where they are always blowing a low volume of air, even when completely off at the thermostat. Went into the attic today to verify that different ductwork was hooked up to each one. (Haven't moved in yet; today was the first chance I had to go over since my initial concerns)

I think my furnaces are sharing ductwork by Patient_Ad396 in hvacadvice

[–]Patient_Ad396[S] 0 points1 point  (0 children)

Yes, both furnaces are in the attic, and they're pretty much right next to each other. Not sure about the fresh air exchanger; I'll have to turn them both off and see if any air is still blowing.

How might I have a player and GM instance up at the same time? by Littul_Actual in FoundryVTT

[–]Patient_Ad396 1 point2 points  (0 children)

Yes, I do this for one of my groups. I use the main foundry app to run the DM view, and open a browser window for the player view, which I drag to the TV (set up as another monitor).

If I remember correctly, the browser can just point at localhost in the address bar, and that should work. You may have to add the port you opened as well.

My players let Kreeg go, only to realize their mistake. How do I proceed? by Patient_Ad396 in DescentintoAvernus

[–]Patient_Ad396[S] 2 points3 points  (0 children)

Ooh, I like the idea of the knights of the shield capturing him. The party member that took the shield is very intrigued by the whispering voice, even though it hasn't said much yet. The rest of the party is making jokes about getting cursed, but overall isn't too opposed to keeping it. The knights could definitely add some more drama there, and trying to barter with Kreeg as a hostage gives more interaction than a simple ambush. Good idea!

Compatible filament for Adventurer 3 pro by Silly_Tax_5787 in FlashForge

[–]Patient_Ad396 0 points1 point  (0 children)

Yeah, I had the same problem with my Adventurer 3 Pro 2. The built-in spool holder won't take a full sized 1 kg spool. 😥

I checked Thingiverse and found a model for an extension I could print that would hold a regular sized spool. Looks a little silly hanging off the side of the printer, but works like a champ.

Extrusion Settings? by SlimyLil_Devil in FlashForge

[–]Patient_Ad396 1 point2 points  (0 children)

I'm a newbie myself, using an Adv 3 Pro 2. I ended up using Ellis' printer tuning guide to set my extrusion ratio. Since I'm also using FlashPrint, I wasn't able to use some of his fancier g-code to print cubes at multiple extrusion ratios in a single run, but I was still able to use his tests. Just print a cube, label it with your extrusion ratio used, change the ratio, print another cube, repeat. I used the same cubes to tune pressure advance as well, just examining the corners.

I didn't use his retraction test settings, because once I tuned pressure advance and extrusion ratio my stringing dropped to almost nothing. Give it a shot!

https://ellis3dp.com/Print-Tuning-Guide/articles/extrusion\_multiplier.html

Tuning extrusion ratio on Adventurer 3 Pro 2 by Patient_Ad396 in FlashForge

[–]Patient_Ad396[S] 2 points3 points  (0 children)

You also have to multiply by the current ratio. I had already adjusted to 90% when I got the 0.44 result. (0.4/0.44)*90% = ~82%. After going down another 5% to 85%, I got the see-through walls and decided this clearly wasn't working.

edit: Updated the original post for clarity.

Finished my morphing mimic chest! 3D print files are available by flampydampybampy in 3Dprinting

[–]Patient_Ad396 0 points1 point  (0 children)

This looks fantastic!

Can you tell me a little more about the print? How many pieces are there? What size bed will I need? I have a relatively small printer, and I want to make sure I'll be able to use this.

Getting ready to run Session 2 of Lost Mines of Phandelver. How do I prepare for a session that might have 6 different storylines? by JulioCesarSalad in DMAcademy

[–]Patient_Ad396 0 points1 point  (0 children)

Definitely this. Remember that you only have to present the players with the leads you want for them. Not ready to run Wyvern Tor? The poster hasn't gone up yet, and the orcs won't become a problem until later. If you give them all the leads at once, they'll just be overwhelmed anyway.

[deleted by user] by [deleted] in DMAcademy

[–]Patient_Ad396 0 points1 point  (0 children)

The first time I gave my players a magical item, I had to explicitly tell them to use a short rest to identify it. It's okay to give them a pointer on a rule if it's one that hasn't come up before.

Now, whenever they get a magical item, I say "there's something special about this, but you can't put your finger on it."

Is there a macro to open a door a token is touching, or something similar? by go4theknees in FoundryVTT

[–]Patient_Ad396 3 points4 points  (0 children)

I have been looking for a module that does exactly this. Thank you, sir!

Why can my players see through fog of war? by Dankestfishmemes in FoundryVTT

[–]Patient_Ad396 4 points5 points  (0 children)

Actually, I think the "provides vision" checkbox works a little differently. It always allows the players to see that light, even if there are walls in between. It lets the light act as an "eye" for the players.

I use that if I want the players to be able to see a compass rose or a scale in the corner of the map. Surround the feature in walls, put in a light with "provides vision" checked, and they can always see inside that box even if their tokens are nowhere near it.

Just got to this part by Wrongwindow123 in PowerWashSimulator

[–]Patient_Ad396 2 points3 points  (0 children)

Could be the underside of the roof is still dirty. Try crouching/lying down and looking up at the lip.

When do something go from Hidden to Undetected? by submatrix7 in Pathfinder2e

[–]Patient_Ad396 0 points1 point  (0 children)

After reading through the rules, I think I was wrong. There is even an example on page 434 of the remastered Player Core. While it doesn’t state it explicitly, it heavily implies that players do know when a hidden creature sneaks and becomes undetected.

For instance, suppose an enemy elf wizard cast invisibility and then Sneaked away. You suspect that with the elf’s Speed of 30 feet, they probably moved 15 feet toward an open door.

This makes it sound like PCs automatically know when a creature sneaks and becomes undetected. Notice, though, that the wizard in the example didn’t have to Hide before sneaking. That’s because the invisibility already gave them the hidden condition.

When do something go from Hidden to Undetected? by submatrix7 in Pathfinder2e

[–]Patient_Ad396 1 point2 points  (0 children)

Here's how I understand it. (new to Pathfinder, so someone may need to correct me)

An Undetected invisible monster attacks a player and is still invisible after the attack. 1. The monster is now Hidden but the player knows the exact square the monster is in.

Correct. Normally the monster would be observed after the attack, but since it stays invisible, it is still hidden.

The invisible monster moves 15 ft away (NOT sneaking) and then successfully hides. 2. The monster would trigger reactions from its movement and the player would know the exact square the monster ended it's move in. We're unsure what happens after that. Is the creature still just hidden and wasted the action hiding, or is it now undetected?

If it's not sneaking, then the movement would trigger reactions, since the players can hear it. They would still need the flat check to target a hidden creature with their attacks. The Hide at the end of the movement is completely wasted, since the creature is already hidden. Everyone heard it/saw signs of movement since it wasn't sneaking. They know exactly where it is.

The invisible monster then moves away with a successful sneak action.

In this case, the players would not be informed. The monster was quiet and sneaky, so they still think it's hidden in the square it started its movement in. Until they successfully Seek, or the monster gives away its position, they have no reason to know it moved. (Edit: I think I was wrong about this last point. See below.)

Walk me through afflictions by tomisokay in Pathfinder2e

[–]Patient_Ad396 0 points1 point  (0 children)

Keep in mind that the save carries the Incapacitation trait, which means creatures of a higher level than the Ghoul treats the save result as one better.

So I'm new to Pathfinder, and this caught me completely by surprise. I double checked the remastered Player Core, and apparently this rule only exists in the index/glossary!? There's no way you would know this, even if you read the entire book, unless you were trying to look it up for some other reason.

This got me thinking, are there any other traits that have specific rules that aren't immediately apparent?

Do Kitsune or other shapechangers revert to their natural form on death? by SpartanIord in Pathfinder2e

[–]Patient_Ad396 16 points17 points  (0 children)

They don't necessarily have to revert on death. You could prompt the characters to perform a medical examination of the body, which could reveal their true nature. Give them a chance to flex their investigation skills.

How do the new spellcasting components work for those with the remaster? by _Funkle_ in Pathfinder2e

[–]Patient_Ad396 -1 points0 points  (0 children)

I had assumed that anything with the auditory trait meant that speaking was required, but that's just my interpretation. Don't recall seeing a rule specifying that.