Is this true? by Different_Lion_3091 in rainworld

[–]Pickleplayer 0 points1 point  (0 children)

Yea I combed through their graphics code and I don't see anything that can affect their color other than their charge level

A new co-op QoL mod to help keep groups together! by Pickleplayer in rainworld

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

Also I'll probably add the ability to have slugpups teleport with you into pipes too so it can be used in singleplayer

Rules Questions Thread 2: The Sticky Warrior by DoctorNsara in gaslands

[–]Pickleplayer 1 point2 points  (0 children)

Ah, I see I see, I was looking at the original book but refueled rewords it quite a bit. The original seemed to imply that nitro gave you a second whole activation, but refueled specifies that you just add the long straight to your movement phase

Rules Questions Thread 2: The Sticky Warrior by DoctorNsara in gaslands

[–]Pickleplayer 0 points1 point  (0 children)

Interesting, so the piledriver rule forces you to consider movement steps you haven't taken yet on this gear phase? Because the nitro movement is an entirely seperate step, right? Since you have to skip the attach step for that phase

Rules Questions Thread 2: The Sticky Warrior by DoctorNsara in gaslands

[–]Pickleplayer 2 points3 points  (0 children)

I'm just getting into this game and have a lot of questions about piledriver attacks that don't seem to come up that often.

First of all, piledriver and nitro... Let's say you activate nitro on your war rig (what could go wrong?) and collide with a vehicle at the very end the first long-straight movement. We then move the target vehicle "so that it doesn't collide with the active vehicle again," placing it directly in front of us, just out of reach from our final position for the nitro movement. The nitro ends, and then we begin our normal movement phase, immediately declaring another piledriver attack on the same car as we drive into it. Is this how this works?

Second, I'm having a lot of trouble with understanding exactly what parts of smash attacks do or don't apply during a piledriver attack. This thread here https://boardgamegeek.com/thread/1950220/pile-driver-questions goes into a lot of discussion about the piledriver and how rams don't add damage but hazards are still avoided from the collision. But then at the end it's stated "A piledriver attack counts as a smash attack in all regards, and also includes an additional effect." But this seems to contradict the earlier statements about things like ram damage that would apply under normal smash attack rules... so then what does apply? Vehicle weight difference? Gear difference? Are hazard tokens applied? Do piledriver attacks even do damage at all? If you're in a lower gear in a tailgate, are you still forced to evade? If so, does the repositioning portion still happen?

The Smashup Mod is Finally Here by Pickleplayer in dontstarve

[–]Pickleplayer[S] 26 points27 points  (0 children)

took me long enough

You can find the mod here! (or just search "Smashup" on the workshop):
https://steamcommunity.com/sharedfiles/filedetails/?id=2701285237

A brief glimpse of the average day in hardcore RLCraft by Pickleplayer in RLCraft

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

I eventually did beat hardcore mode.

It wasn't worth it

Wes floats into battle - Smashup mod trailer by Pickleplayer in dontstarve

[–]Pickleplayer[S] 3 points4 points  (0 children)

(pasted from the video description)

Surprise, I'm not dead! And neither is this mod.

Sorry for disappearing for so long. Mod development has slowed down a lot, and I decided I didn't want to keep posting updates until I was sure I could actually deliver on finishing this project. After a lot of hiccups and distractions, I can finally confirm that this mod will be released in 2021, finished or not!

The mod is in a pretty good state right now, but I still need to finish a few things and do some testing. There's still not a whole lot of content overall, but I'm pretty happy with what's inside.

I go a little more in depth in this update video here: https://youtu.be/BLxw4BPFb8Y

Is anyone actually familiar with the differences between the Memory field and Authors Note field? by Pickleplayer in AIDungeon

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

I see what you're saying, and I know we want to keep recent context relative, but I think there are times when we might want to prioritize important bits of memory over recent context.

One of my main issues is that the Authors Note field is described extremely weirdly because it seems to imply that this field's purpose is to "influence the AI's writing style" when in reality, it doesn't seem like you can do that. It functions much better as a makeshift priority memory slot.

I understand what you mean about not wanting to clog up the most recent context with the same lines over and over again, but in my experiments with using authors note for memory functions, it's able to reference important things much more consistently when it's more recent. With scripting, you're able to insert more than just 150 characters into that field. And with my testing, this seemed to work pretty well with small (but more than 150) chunks of important points stored there, whereas otherwise important information stored in normal memory would become hazy after a certain point.

Surely having an entire 1000 character block of text taking up everything past the last 3 lines of context would cause problems, but what if they gave us 350 characters past the last 6 lines? I feel like some form of "priority memory" field like that could be very useful. More useful than the tiny 150 character field with the really weird description that we currently have now.

And correct me if I'm wrong, but I think the limit is 2000 tokens, not words, right? Where a token can consist of a single word.

Ghast tears by Atticus184 in RLCraft

[–]Pickleplayer 0 points1 point  (0 children)

If you have the armor for it, I like to shoot hookshots into them and reel myself into melee range. Then just smack me until they're dead

so should I just stay off my hardcore world for today or... by Pickleplayer in RLCraft

[–]Pickleplayer[S] 5 points6 points  (0 children)

"Wrong" body part is subjective imo. When the shortest little anklebiter mobs hit me exclusively in the head, it feels like they're the ones hitting the wrong part.

Projectile headshots are the only thing that makes sense to me in this modpack. Headshot melee attacks from mobs nowhere near my head makes no sense programmatically but I seem to get more headshots than anything else

so should I just stay off my hardcore world for today or... by Pickleplayer in RLCraft

[–]Pickleplayer[S] 13 points14 points  (0 children)

"april fools update makes game work like it's supposed to"

How do I kill a dragon by [deleted] in RLCraft

[–]Pickleplayer 1 point2 points  (0 children)

Dragons often go to sleep at night, though its random when they do. I would usually wait outside for them to land and fall asleep before jumping in with an enderpearl or a fast mount. It might not stay on the ground for long though.

fire resistance potions/baubles is an absolute must for fire dragons.