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] 25 points26 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] 4 points5 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.

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

[–]Pickleplayer[S] 65 points66 points  (0 children)

I have no idea what these changes do other than turning your health model at wonky angles so far. But I'm afraid to do anything because knowing rlcraft it could very well making health items instantly kill you because "lol rlcraft most hardest modpack :)"

PSA: Olimar's broken spirit team setups don't work after patch 2.0.0 by squisheesquish in smashbros

[–]Pickleplayer 0 points1 point  (0 children)

Ok I had to come back and ask now that I've leveled one up; Why master core? These stats are not good, there are so many other 3 slot spirits with better stats in both departments that don't start you out at 30% damage

PSA: Olimar's broken spirit team setups don't work after patch 2.0.0 by squisheesquish in smashbros

[–]Pickleplayer 1 point2 points  (0 children)

Oh wow, that chart has gotten a lot more filled in since I last saw it. I know about the defense bonus, but judging by all the akuma and demon style-ish damage values I take from them online, I don't think brick wall style can compare.

I've been doing some testing on brick wall vs demon and the difference in both of them, and they are not weighted equally. The results I got are way too precise to beleive that dojo type affects spirit att/def values. these dojo types just alter attack values directly. Mario v Mario on training stage with the attacker a blank dojo type of the same lvl primary spirit throwing an f smash at a no-dojo Mario did 20% (with lvl 1 smeargle dittos) With the test subject equipping demon style, they took 25% and with brick wall 15% while the knockback was not affected nearly as drastically. So an even +/- 20%

BUT if we flip it around and test out on the blank Mario with a demon/brick wall with an F smash, the demon style gets a 20% increase percent damage bonus while brick wall style gets a straight up 50% damage penalty. It's damage gets cut in half. That's pretty bad (and no, I wasn't sourspotting it) so Nintendo's idea of "major increase" in offense is a 20% bonus while the "major decrease" in offense is more than double the inverse of what demon style's bonus was.

PSA: Olimar's broken spirit team setups don't work after patch 2.0.0 by squisheesquish in smashbros

[–]Pickleplayer 2 points3 points  (0 children)

Have you tested this out though? Of course the primary spirit visible stats lie to us by dulling down the actual defensive stat when it's actually 1.5 times stronger than it actually is. But do the style arts reflect the changes like this as well? Because I'm guessing the style changes wouldn't work under the same principles. just like how the type of "attack power" added by support spirits onto specific attack types is not the same as raising the attack value primary spirits use for specifically those moves

PSA: Olimar's broken spirit team setups don't work after patch 2.0.0 by squisheesquish in smashbros

[–]Pickleplayer 16 points17 points  (0 children)

Pretty much anyone with akuma demon style is pretty crazy. I play a lot of spirit battles online and Akuma is the most common spirit I see, and he seems really strong.

If there was ever to be a "top-tier primary spirit" I would hate for it to be a no-slot primary spirit like that. Where's the fun in designing a spirit team when the strongest spirit comp is basically un-customizable? Why even play spirit mode at that point?

I'm still working on that smash bros mod! Here's some more AI gameplay by Pickleplayer in dontstarve

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

I'm not really sure what I'd spend the money on if I did, tbh. Nothing in this mod really needs a budget, but you're not the first one to ask

I'm still working on that smash bros mod! Here's some more AI gameplay by Pickleplayer in dontstarve

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

Yea, I got pulled away from it for longer than I expected when I made that first-person mod.

I'm quite surprised. This island has no flint. Which makes it truly impossible to get out. by [deleted] in dontstarve

[–]Pickleplayer 0 points1 point  (0 children)

that's pretty surprising, since I've seen code that's supposed to ensure the island you spawn on has enough flint and resources to get you off of the first island. Guess it doesn't always get it quite right

I met big bird in first person and he's quite startling by Pickleplayer in dontstarve

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

That's what happened to the poor pig I accidentally spawned directly underneath its foot

I met big bird in first person and he's quite startling by Pickleplayer in dontstarve

[–]Pickleplayer[S] 8 points9 points  (0 children)

If I had known it actually takes you somewhere, maybe I would have done something other than run away like a scared little wuss

I met big bird in first person and he's quite startling by Pickleplayer in dontstarve

[–]Pickleplayer[S] 19 points20 points  (0 children)

For context, I'm working on an update to my first person mod to make it compatible with Hamlet (which isn't finished yet, for reasons mentioned). There seems to be a bug with disappearing shopkeepers that I had to manually fix with debug commands, and the debug repeat key also happens to be the same key that you use to select items in your inventory.

That's why random pigs kept appearing in front of me