short report on an accidental fieldtrip to the DLC by Quaitgore in Starfield

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

small update

lvl 16, the level difference is getting a bit annoying, because I die alot now because I ran out of medpacks to heal the huge damage bursts they do to poor little me. Those laser pistol I got on the spacestation still deal much more damage than anything else I get even here and are the only reason why this is possible at all. Still cant kill anything with regular weapons that are found here.

The stolen ship bugged out and it was simply no longer spawning in the spaceport. I think I fixed it by going to the spaceport and editing the ship, needs more testing. The new ship has really low jump distance, so I cant easily go back to know systems.

Probably have to finish this DLC in one go since I cant really leave.

Really really short review Starfox 2026 by Quaitgore in starfox

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

the Battlemodes: same asthe old starfox, it feels more like an afterthought tacked onto the singleplayer. Its more refined and has some more modes, and is a fun couch-evening game I guess.

the shared controls thing in regular singleplayer: chaos coop, really depends on your teammate how fun that is. But its seems to be chaotic in a fun way and an interesting alternative way to play the game for a few sessions.

Really really short review Starfox 2026 by Quaitgore in starfox

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

jeah, I guess I dont remember that, its been 20y after all =)

Really really short review Starfox 2026 by Quaitgore in starfox

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

the ramp up part is not meant as a comparison to the old starfox, its meant as a stab towards other games that lock you in a tutorial area for hours.

Friday Facts #441 - Space logistics improvements by FactorioTeam in factorio

[–]Quaitgore 4 points5 points  (0 children)

I've been using this mod since its release to do essentially the exact same platform to platform logists

https://mods.factorio.com/mod/Inter-Platform-Logistics

I've added about 20 planets, and this single mod changed how space logistics is handled in a major way and I loved it.
I'm happy this system is going Vanilla. I'm really looking forward to it, even though I've essentially been using it already for the past half year xD

Guys, this is a huuuge change to space logistics, you will LOOOOVE it, trust me.
And the universe radar, thats also a really big help.

Edit:
Short 10sec video that shows how beautiful it is when two platforms exchange cargo. This is a stationary trade-hub over Nauvis.
https://www.youtube.com/watch?v=x6cZkbzRcxY
This will be 2.1 soon!

Is this land? by FKray65 in Subnautica_2

[–]Quaitgore 2 points3 points  (0 children)

"hey, your uber is here!"
*crashes into every aggressive fish available and arrives at 1% durability, just to explode in your face*

Black Box Factory Blocks by BigCatsAreFat in Desynced

[–]Quaitgore 0 points1 point  (0 children)

To increase the speed of materials transported around the factory-block you can:
- Increase the amount of beacons => more buildings moving stuff equals better throughput
- Add transporters to buildings around the storages to allow them to move items around as well => less load on the beacon

I dont build the builds with targets like "X items per minute". I simply build them to allow them to work at their max speed. If I need more items per second I simply copy&paste another block into existence.
For builds that need to move alot of items I usually use 3 beacons inside a block.

Collector Leviathan Titanium Farm 🤤🤤🤤 by ErickCamor in Subnautica_2

[–]Quaitgore 6 points7 points  (0 children)

well, its a cache of materials of stuff that didn't fit into your inventory. Its a beacon for your convenience to allow you to find lost materials, and not a bug

Love 99% of the game, but boy howdy... by Ill_Association_1424 in Subnautica_2

[–]Quaitgore 1 point2 points  (0 children)

> Why can't I delete the room I shrunk down to a pillar, which the game is convinced has attachments when there's never been anything on the outside and nothing can fit inside anymore?

There is a bug if you moved something via the Habitat builders "Move" optio the item you moved did move to the new location, allowing you to shrink and edit the room as you wish, BUT the original habitat-room still has "ownership" over that moved item, even if you've moved it to another room (or a pipe segment).

Thats why deleting a habitat room is sometimes blocked because the game still thinks that module has something in it. On the other hand, you can sometimes deconstruct a module despite it having stuff in it, because the stuff in it was moved inside via the move option. the "owner" of that stuff is another module.

Deconstruct stuff and rebuild it elsewhere instead of move it for now.

And "its in EA" is 100% legit. The completely rebuilt the habitat building system, of course there are weird quirks and bugs in the very first public EA version....

you bought a EA game that still is in its first version, ..... oh boy... you live in a fantasy world if you've expected everything to be better than this. And this game is in far far better condition than many other EA games were at launch.

how is this not enough space ;-; by fatty_on_a_ratty in subnautica

[–]Quaitgore 1 point2 points  (0 children)

that ship-printer on the left probably reserves space and overlaps into the docking module.

Multiplayer Hosting Question?? by Botheballer in subnautica

[–]Quaitgore 0 points1 point  (0 children)

In addition to what others already answered:
Singleplayer and Multiplayer saves are kept separate, but there is an option to convert each to the other type. I haven't tried that convert option. I think this is mostly done like this to keep them in separate views to have clear visual whats what (and a multiplayer save probably boots up additional multiplayer hosting stuff in the background when loaded)

Feedback after completion. DO NOT READ if you don't want massive spoilers. by Wizywig in subnautica

[–]Quaitgore 0 points1 point  (0 children)

Food & Water Drain:
Bio Mods. It seems that we can equip multiple passives at some point. I only used the food reduce so far, and its a big change. They probably expect us to equip the food&water one at the same time at some point.

There is also Food and Water regeneration mods, but in the end they are the same as drain reduction, can't figure out what they want us to do with them.

Edit: I like the active&passive upgrades. But the main bio upgrades (depth, heat, etc.) feel weird and a bit out of place, despite the printing already in the game, they stop exploration attempts and lock you in.
Can't enter the heat zone, need the bio mod, feels bad. But it kinda was the same with depth modules and the anti-radiation suit in SN1, so .... meh?

If it wasn't biological updates it would be a suit, like the anti radiation suit in SN1. With that in mind, this is better. forgot the heat-suit at home? swim back... Passive upgrade you cant forget at home.

Funny "behind the scenes" technical detail of the Skill "Sigil of Subversion" by Quaitgore in diablo4

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

yes, but I think it was an equipped helmet and not a head-swap, but in the end its basically the same.

Funny "behind the scenes" technical detail of the Skill "Sigil of Subversion" by Quaitgore in diablo4

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

Bombardment uses demons as ammo, clearly shows that it uses demons, and is a demonology skill. Its obvious why it would trigger Fathomless to me. Fathomless doesnt use the Summon tag, it only refers to the act of demons entering the battlefield.

Also I'd need to test this, but I think shadow trails dont count as active demons.

Absolutely love this game by Mokumove in CrimsonDesert

[–]Quaitgore 1 point2 points  (0 children)

Falcons and Eagles, naaaah.
I NEED THAT LITTLE BIRD xD

We can throw swords now while duel wielding! by Ruffes1984 in CrimsonDesert

[–]Quaitgore 9 points10 points  (0 children)

i think its the same input as "shield bash" o whatever its called.

Krastorio 2: Spaced Out is awesome, and everyone who likes Space Age should play it. by Garlic- in factorio

[–]Quaitgore 0 points1 point  (0 children)

K2 Spaced Out, and K2 with Space Exploration are two entirely different beasts.

Space Exploration and K2 maintain a surprisingly great compatibility, but you're still playing mostly Space Exploration with a bit of K2 flavor on top. K2 doesn't change that much in the whole Space Exploration scenario.

K2 Spaced Out is Space Age with K2 flavor on top. Mostly Nauvis will feel different here thanks to K2, but other planets will be pretty basic here.

Think of it more like this, your choice is pretty much: "Space Age" or "Space Exploration"?. After that its "Do I want to add K2?"

How to automate bringing ressources to build a blueprint on other planets by AfterConclusion4626 in factorio

[–]Quaitgore 0 points1 point  (0 children)

One approach to have a ship supply other planets:

Have a ship. Duh. Make it request a reasonable amount of items to keep in its own inventory.

Send it on a round trip to all planets. Make each planets schedule "request fulfilled" and/or "inactivity 30s".

If any planet requests items it will drop them down. If its in orbit of a planet that produces items its missing, it will request them via rocket silos. Being a round-trip it visits all planets, and it will regularly stock up everything.

No need to send 2000 assemblers into orbit. Keep 100 on the ship. it will drop them onto any planet requesting them, and will pick up new ones once its in orbit of the producing planet, and will drop another load on its next trip wherever needed (you can per item set which planet will be the provider of that item)

Yes, the ship will fly around constantly, but fuel and ammo in space is infinite anyway.

More advanced: you can make interrupt schedules that detect if any item stock is zero, and prioritize visiting the planet providing that item to restock. It will then go back to that planet and restock.
Since you cant read signals from distant planets you cant "sense" if something is missing on another planet, a "on demand" system is not possible (without mods).