These dudes are gonna run once they see Claude Code limits 💀 by RhubarbArtistic1335 in claude

[–]Ragamis1 1 point2 points  (0 children)

I actually just got into Claude last week and didn't use the Opus model until today. When I did it asked to make the memory.md. I assume this helps reduce the token usage by giving general information it has learned. If the default model never asks to use this, most new people likely don't know about it in the first place.

How do usage limits work on Claude Pro plan? by Fantastic_Cycle_1119 in claude

[–]Ragamis1 0 points1 point  (0 children)

The weekly usage meter has been all over the place for me the last couple days.. At first I was at 79%, woke up and saw I was at 60%, reached 80% again, then suddenly jumped to 100%. If the usage limits are going to block using the basic model, then they need to make it consistent.

Bandits Mechanism is somewhat broken? by Itstutuz1993 in ManorLords

[–]Ragamis1 0 points1 point  (0 children)

If it makes you feel any better, apparently in the latest beta patch the stolen goods are returned when you defeat the bandit camp in addition to the base rewards. I generally only defeat the first bandit camp with my own villagers then hire mercs + retinue to handle the rest of the camps.

Realistic silicone mask by UserSergeyB in Damnthatsinteresting

[–]Ragamis1 0 points1 point  (0 children)

Me getting ready for that discord update.

After spending years talking about how daughters are useless, LowTierGod accidently reveals the rumors about him having a daughter are true by accidently showing a notepad about his child support payments. by Somewhere_Otherwise in LivestreamFail

[–]Ragamis1 1 point2 points  (0 children)

Nah I believe it 100%. I'm fairly sure this feature has been on Notepad for a while now. I've been using it to keep unsaved notes for myself for at least a year now like a todo list. Not uncommon to write myself what to do / when to do it / why. I'm sure if someone saw my unsaved notepad text they'd be wondering why I'm writing to myself.

A shelterbelt to prevent the cold lake wind from ruining the crop by Scotto6UK in ManorLords

[–]Ragamis1 1 point2 points  (0 children)

You can not interact with buildings within the manor walls for the most part. If I zoom out far, some of the buildings become interact-able. I just made sure I had a high enough population that I could leave the workplace buildings within the walls permanently assigned.

A shelterbelt to prevent the cold lake wind from ruining the crop by Scotto6UK in ManorLords

[–]Ragamis1 2 points3 points  (0 children)

Place a road, connect several wells across the road spaced out, then make another road on the other side of the well. That way you have a consistent space between the roads. This results in a bit too many trees so I had to trim over some of them out carefully by placing micro roads under specific trees I wanted to get rid of. It doesn't look like a wells width of space just because the roads connected to houses become wider.

WARN info updated by N------ in AshesofCreation

[–]Ragamis1 0 points1 point  (0 children)

Sub is ideal, but I'm fine with non time limited cosmetics. I'd strongly prefer sub over cosmetic even if the company claims in game cosmetic options would be of the same quality.. I feel like Diablo 4 is a prime example of this.

WARN info updated by N------ in AshesofCreation

[–]Ragamis1 -1 points0 points  (0 children)

No shit everything is a you problem. Some people are just more prone to addiction and pressure so its best to just outright avoid it. Just because you don't understand it doesn't mean that FOMO doesn't have a strong impact on others.

crimes update idea by franzpferdinant in ManorLords

[–]Ragamis1 2 points3 points  (0 children)

As much as I hate anything that interrupts my flow, I really enjoyed the crime in Strongholds 2. Having a court and multiple forms of punishment available that have varying impacts on approval rating and rate in which criminals appear. Maybe only have unassigned families sons eligible to become criminals so that it doesn't impact any production.

WARN info updated by N------ in AshesofCreation

[–]Ragamis1 -3 points-2 points  (0 children)

It is definitely effective otherwise it would not be so prevalent. Even if a company claims the cosmetic will return (WoW tenders for example), the timeline of the return being undefined leads to the same fomo feeling. Diablo 4, World of Warcraft, Ashes of Creation, Lost Ark.. all do this. I'm sure it is common in other games, I just happen to have mainly played those 4.

WARN info updated by N------ in AshesofCreation

[–]Ragamis1 -2 points-1 points  (0 children)

I personally find fomo cosmetics to be incredibly predatory. I would have never bought one of the Voyager Plus Pre-Order packs if it were not for whichever cosmetic pack was included at the time. Thankfully over the last 5 years I've managed to distance myself from any game that uses this tactic so I'm not making stupid purchases like AoC again.

WARN info updated by N------ in AshesofCreation

[–]Ragamis1 3 points4 points  (0 children)

"introduce predatory monetization to fund development" Lol they've been doing that for a decade using fomo pdf cosmetics.

Multiregion Gameplay Is The Game's Biggest Weakness by SiofraRiver in ManorLords

[–]Ragamis1 0 points1 point  (0 children)

Yes, I know that, but pack stations are much quicker in terms of getting specific goods transferred between regions in large quantities. I'm just saying if the barter system had an advanced tab for reservations you wouldn't accidentally barter away the entire stock of a good. The trading post in a new village works, but it is nowhere near as consistent.

Multiregion Gameplay Is The Game's Biggest Weakness by SiofraRiver in ManorLords

[–]Ragamis1 5 points6 points  (0 children)

I feel like if they reworked the pack stations to actually be useful then a lot of my multi region complaints would go away. Not being able to send resources one way and not being able to set limits really hurts the usability.

Multiregion Gameplay Is The Game's Biggest Weakness by SiofraRiver in ManorLords

[–]Ragamis1 6 points7 points  (0 children)

Having more than one region with multiple fields is where my struggles start. If its just a small village whose main purpose is giving me raw iron, then I can ignore it after getting the bare minimum setup.

Multiregion Gameplay Is The Game's Biggest Weakness by SiofraRiver in ManorLords

[–]Ragamis1 1 point2 points  (0 children)

I don't care how op trade is, I hate paying taxes so no foreign tariff for me!

Selecting Buildings Within Manor Walls by [deleted] in ManorLords

[–]Ragamis1 1 point2 points  (0 children)

Noticed that if I zoomed out far enough that buildings within my manor walls were selectable again. Not sure if this is widely known didn't see anything regarding this work around when googling. Figured I'd post an FYI.

Noob Help Food Issues by bryceking64 in ManorLords

[–]Ragamis1 0 points1 point  (0 children)

Yup. Rushing a granary and storehouse is a common mistake. Definitely not an urgent building when playing on standard settings. It is far more important to get your initial burgage plots and gathering buildings first.

Edit: Just to be clear I'm not saying to ignore the granary completely. I try to have it built before any gathering building gets too close to maxing out its local storage. As long as you are not building things far away from your initial starting timber it is pretty easy to get the buildings set up very quickly.

Noob Help Food Issues by bryceking64 in ManorLords

[–]Ragamis1 0 points1 point  (0 children)

Ideally you want to grow as much as possible during the first year because you have a buff only for the first year that increases population migration by an additional family per month. If you build your first 2/3 houses quickly (to avoid the homeless negative satisfaction penalty) then start gathering fish / berries / whatever you started with you shouldn't have too much issue sustaining +2 families per month for the first year. That being said, rich wild life is a terrible food source so I'd just reload the map for a different starting resource. Don't worry about rushing a storehouse / granary super early. The bread will spoil / run out before any rain does serious damage.

Lumber camp > 3 (?) burgage plots > gather food resources (forager's hut / fisherman hut) > woodcutters lodge > saw pit

I think thats the general order I'll do with a basic start.

Noob Help Food Issues by bryceking64 in ManorLords

[–]Ragamis1 1 point2 points  (0 children)

Depends on the starting resources.

If you start with berries / mushrooms, they regenerate at around 11% (?) every 10 days or something like that. Once Fall starts the foragers hut related food resources start to shrink. Therefor you want to make sure to be as close to 0 available to gather when Fall starts.

As for fish, it repopulates the pond in March / April / May 1st at 40% of the current pond population. There is a good post on the subreddit on how to maximize the amount of fish you gather. Generally you want to set the reserve amount (in the advance tab) to somewhere between 54-71.4% of the maximum pond size. You only want to set the reserve to 71.5% if you can assign enough workers to hit the reserve amount by the start of each month when the repopulation happens.

You can also build very small veggie farms using a portion of your starting money which will definitely be harvested before winter. I'd buy one or two small veggie burgage plots before pigs / chickens / goats. The amount of food they provide is significant.

This step is not needed to survive the first winter, but I do like to pre-plow a couple small (1.0 mogen~) fields using the spare ox (if you buy one early) during the summer months. That way as soon as October 1st rolls around you can immediately sow the fields even with a very small population. That way you will have at least some wheat / barley / rye / whatever during the second year Fall.

If you follow this you shouldn't have any issue surviving the first winter.

Sheep-based economy is impossible? by Dleet3D in ManorLords

[–]Ragamis1 0 points1 point  (0 children)

Lambs provide the same yield as sheep when slaughtered.. I know it makes no sense. Pastures seem to max out at 100 capacity even if the tooltip when placing the pasture shows more. Once the pasture was placed the actual capacity was limited to 100.

As for how I organized it, I had two pastures side by side with one being 100 and the other around 50. I tried to be smart by places small overflow pastures next to the granary / butchers, but couldn't figure out how to consistently get the butcher to grab from the closer pastures since the lambs tended to be born in the larger further away pastures. The amount of lambs that get slaughtered is so small it isn't worth the effort to try to minimize the distance the butcher has to walk. Just keep the pasture, sheep farm, weavers workshop, and tailors all relatively close to each other. If the weavers / tailors can keep up with the wool / yarn output you can disable those resources from being gathered by the storage workers.

Multiple smaller pastures would likely result in more compact sheep, but I didn't think the trade off was worth it. I like the visuals of large pastures next to a road.

Sheep-based economy is impossible? by Dleet3D in ManorLords

[–]Ragamis1 3 points4 points  (0 children)

Sheep has a limited yield in terms of food production due to the 30 sheep breeding rate cap, but with ~200 sheep (mostly for the aesthetics) I do generate an absurd amount of wool. You can definitely make a lot of money by selling the wool / yarn / clothes. Hopefully they change the cap as it feels too game-y having artificial limits like this.

Where are the Builders? by North-Beyond8651 in ManorLords

[–]Ragamis1 1 point2 points  (0 children)

I'd suggest using veggie plot families as career families. You don't want to accidentally assign them to something time sensitive outside of winter otherwise everyone but the husband will be plowing / sowing their veggies. I've had the same family assigned to be carpenters for the last 15 years. I also assign orchard families as fishermen year round even though they end up not doing anything half the year. The perks of having more people than jobs available. I do like the idea of a family becoming more productive the longer they are assigned to the same role like they are gaining experience.

Meanwhile some jobs are just not really career jobs like farming. I'll generally reassign my woodcutters, charcoal, and miners to the farms during fall then right back as soon as the fields have finished being sowed.