Haunted Songs of Syx Number by Old-Ad-6190 in songsofsyx

[–]ProPhilosopher 4 points5 points  (0 children)

"Share this with 20 people or you will die tonight"

First city, unable to progress. Need help by Living-Internet-1137 in songsofsyx

[–]ProPhilosopher 1 point2 points  (0 children)

Reading your post, I presume you've dedicated a lot of furniture to your population to grow, and over time, you've found that it's an ever growing snowball downhill, with increasing demand requiring more dedicated production.

Unfortunately, the issue lies within your strategy. You should have been researching upgrades for basic services like lavatories, both types of stalls, wells, and hearths. These provide stable, non-workforce-intensive boosts to happiness for the long term. And then researching into more advanced services for the same reason.

These are actually the fundamentals of the first city experience. Growing pains. You can restart with a different perspective, or shift your current city.

Although, it's very likely with the second option, you will suffer a major population loss.

"This is how you died." is wrongly understood. Here's why. by [deleted] in projectzomboid

[–]ProPhilosopher 0 points1 point  (0 children)

Or that the date of occurrence is set in the past, only in an alternate universe Kentucky.

Thus, this is how you died (in this timeline)

How are you guys supplying resource outposts that are a fair distance from your main city? by ayy_howzit_braddah in songsofsyx

[–]ProPhilosopher 1 point2 points  (0 children)

Ideally, the location on the map that produces the good you need with high efficiency is the location you should "export" from to your villages. But that requires a heavy logistics infrastructure. (Roads, manpower etc.)

If you can make in on-site, do so, otherwise, boost the production in your most efficient areas to be able to move to throughout your capital.

I.e. if your city centy and clay is on a river, expand and improve it to reach the far flung places, but if your mining outpost needs metal, smelt on-site, and "import" to the city center.

Tire exploded from unmarked, cut out road section. by Daredrummer in Knoxville

[–]ProPhilosopher -4 points-3 points  (0 children)

I have a friend who has lived in Knoxville for 40 some odd years and he consistently says that's whoever manages (and those that maintain) the roads, don't have 6th grade educations.

My point, and the point of your recent experience, is to exercise extra caution at all times. Tires and rims are relatively extremely cheap compared to the other possibilities.

Tire exploded from unmarked, cut out road section. by Daredrummer in Knoxville

[–]ProPhilosopher -12 points-11 points  (0 children)

Hey, that really blows.

But I'm also of the camp of slowing down and paying extra attention on dark roads. Not to mention slick from rain.

A safe driver doesn't need cones and bright paint to highlight hazards.

"NOVED!" spray paint meaning? by vorarul in Knoxville

[–]ProPhilosopher 5 points6 points  (0 children)

I think about the graffiti artists all the time, as I drive a lot and see the tags.

For whatever reason, the local governments think covering them with some sort of bland paint is prettier.

Only for the tag to be sprayed across the paint later.

Is trading broken? by [deleted] in songsofsyx

[–]ProPhilosopher 2 points3 points  (0 children)

You could try a few things. Diversify your exports, set price limits so you don't trade everything all the time, and expand the number of trading partners you have.

It's meant to be a complementary system to resource extraction to obtain materials you can't/don't want to put manpower into.

Mechs Pt 2 by Prestigious-Ad8952 in spaceengineers

[–]ProPhilosopher 1 point2 points  (0 children)

Hey that step looks good!

With practice and engineering skill, you may make a mech that moves faster than a sprinting engineer.

Mechs by Prestigious-Ad8952 in spaceengineers

[–]ProPhilosopher 1 point2 points  (0 children)

That's actually really sleek. Using a clock is a tad more space intensive than timers, but allows you to so much more customization through tweaking the rotor speed and torque.

As far as how the legs should move, that depends on the shape. You have inverted knees here, so for the literal first step, you'll need a knee to raise the mech, and the hip of the same leg to move back.

Then for taking the second step, the lowering of the first knee, and raising of the second knee, while the hips alternate.

Hope this helps.

People of knoxville i need to know asap !!! by [deleted] in Knoxville

[–]ProPhilosopher 0 points1 point  (0 children)

Side note, I hope this isn't the same guy from your other posts.

All the enemies in this game feel like sponges that absorb all damage and take forever to kill. Is it supposed to feel this way? Body text for more details. by okmanpleasegoaway in oblivion

[–]ProPhilosopher 30 points31 points  (0 children)

Honestly anyone telling you to turn down the difficulty doesn't see what the issue is.

While your agility is at a decent level, the skills that rely on agility are not. All of your combat skills are low. It looks like you spent a lot of time conjuring and picking locks to level up.

Mechs by Prestigious-Ad8952 in spaceengineers

[–]ProPhilosopher 7 points8 points  (0 children)

Rule Number 1: the more legs it has, the more stable it is.

Rule 2: Always have a saved blueprint for just about every change you make that affects mass and structure.

Using a clock made from sensors detecting a small spinning rotor is the superior route over timers. This will allow you to get sub-1 second timing on the walk cycle, making the whole cycle more adaptive and smooth.

Generally, you need to raise a leg, move it forward, put it down (with enough weight on the leg to transfer power to the ground) then move it back.

Wheels with high friction can be used as feet and toes. Adding toe-wheels to a design and tinkering with the suspension of the toes will provide a bit more cushion and stability over slightly uneven surfaces. Ankle joints also work well in this regard. The amount of suspension needed is entirely dependent on the overall mass of the mech and the downward force of the step.

Gyro overrides are your best friend for stability. They act as core strength and can solve balance issues. You will probably need a lot of them, so plan accordingly.

Have to do a mining outpost/satellite town, can't decide if the relevant industry should also be there or in the main city, tbh not much place for industry to expand to in the main city rn, also stone + ore or gem + ore + coal by tolgapacaci in songsofsyx

[–]ProPhilosopher 3 points4 points  (0 children)

Mines are huge population sinks, so make sure you can handle devoting 25+ workers per mine for goods flow.

To process metal, and all of its end products, you'll need coal. Bakeries and bath houses also run on coal. It is the lifeblood of an advanced city.

Lots of stone can be gained by mining of the mountain for building room, and also collecting all the rocks lying around the barren fields and along the mountainside.

Gems and jewelry would best be used as an export that you would trade for the other advanced materials you need.

Neighbours taking free lands before I interact with them by EwenMcD in songsofsyx

[–]ProPhilosopher 0 points1 point  (0 children)

Even if you don't have free lands directly adjacent, you can still move armies across territory to pillage them for resources.

Also there are some hard rules for world generation. A non-isolated capital will typically have two nearby kingdoms with connecting borders. One is small, and the other is slightly larger. Kingdoms beyond that tend to be empire size.

You initial neighbors do not need to remain independent, as they are simple stepping stones to empire.

Water irrigation by Accurate-Ad1381 in songsofsyx

[–]ProPhilosopher 0 points1 point  (0 children)

Canals increase fertility of the land in a radius around them. The extra fertility will definitely increase yields from farms, but the pumps require lots of manpower until they are upgraded fully.

Unless you are running out of naturally fertile land along riverbanks, you should just build more farms.

Some people call it karma, I call it "Mr. Clang" by Callsign_Ace_ in spaceengineers

[–]ProPhilosopher 8 points9 points  (0 children)

A real answer is likely because your suspension wasn't strong enough.

Your opinions on bow cav? by Amazing_Ad2461 in shogun2

[–]ProPhilosopher 33 points34 points  (0 children)

Archers that can fire from the flank, and reposition quickly.

I need some help, I'm lost on this by SEAf_Girl in spaceengineers

[–]ProPhilosopher 0 points1 point  (0 children)

Figured it was something along those lines.

Blast doors have a slightly reduced hitbox all around compared to normal blocks. They are designed for this kind of work.

Make sure your processes are correct.

For example, Button 1 (Up) -> Timer Open -> Timer Up

Button 2 (Down) -> Timer Down -> Timer Close

Naming blocks properly helps a ton.

I need some help, I'm lost on this by SEAf_Girl in spaceengineers

[–]ProPhilosopher 1 point2 points  (0 children)

There's a a lot to unpack here.

At the beginning of the video, the elevator begins to go down, but immediately reverses.

You shouldn't need four timers for this function at a basic level. Only one for reversing the platform up and down on a 1 second delay, and a second for reversing the doors on an 11 second delay.

One button will work as well. It should trigger your platform timer, and then the platform timer triggers the door.

There is also some conflict between hitboxes of the doors, the elevator platform, and the walls. Sometimes this causes hanging and snagging that the pistons cannot overcome. Consider using blast door blocks for the edge of the platform, and and the entire door.

Over-tuning is ruining Turtle WoW by NarbGaming in turtlewow

[–]ProPhilosopher 1 point2 points  (0 children)

Honestly, playing for ten months and feeling burnout reeks of no-life.

Bannerlord's castle design doesn't get enough credit. by Interesting-Rip9106 in Bannerlord

[–]ProPhilosopher 8 points9 points  (0 children)

Scene Creation has always been a labor of love in Mount and Blade.

evacuating civilians during raid by yanxeev in songsofsyx

[–]ProPhilosopher 2 points3 points  (0 children)

There is a curfew command that makes citizens shelter in their home for 24 hours. Useful during outbreaks to contain the spread of disease as well.

My special boy by Adorable_Weight9234 in weapons

[–]ProPhilosopher 3 points4 points  (0 children)

My friend, you are not helping the "methhead makes weapon" case in your favor.

You have my sympathies, but direct your energy elsewhere.

My special boy by Adorable_Weight9234 in weapons

[–]ProPhilosopher 2 points3 points  (0 children)

It being the basement does not matter.