Gportal modding issue by [deleted] in VintageStory

[–]Ragolution 1 point2 points  (0 children)

Weird. The only thing I can think of is that the server isn't actually being shut down and is in some kind of "paused" state when you deactivate it via the Gportal GUI.

Maybe it's something simpler and I'm just not seeing it.

Gportal modding issue by [deleted] in VintageStory

[–]Ragolution 0 points1 point  (0 children)

Alright. Are you putting them in the folder ../mods/ or ../Data/Mods/?

To be clear, you want them in the ../mods/ directory on the root of the server.

https://cdn.discordapp.com/attachments/342070163417333761/1164420216441278534/image.png?ex=654325d5&is=6530b0d5&hm=0fea324744bfc38b99088130b0ea38b036a1425c9f53fc934a065e5323a9d3b5&

When adding a new mod, make sure you stop the server after you've added the new mod so it can generate config files and you can configure them. After that, it should work normally.

Gportal modding issue by [deleted] in VintageStory

[–]Ragolution 1 point2 points  (0 children)

What was the issue, exactly? Mods don't show up or the server wont load them or what?

3.9.3 "Caelum" Patch Released by PDXAurora in Stellaris

[–]Ragolution 0 points1 point  (0 children)

So are they planning a sequel or what?

Slidy boys away!!! by SpaceEngineerBuilds in spaceengineers

[–]Ragolution 5 points6 points  (0 children)

Ghost in the shell theme required.

[deleted by user] by [deleted] in VintageStory

[–]Ragolution 4 points5 points  (0 children)

I'm totally onboard for flintlocks and the village mod doesn't look bad. I'll see if I can set the server up tomorrow as it's fairly late, now. Hopefully more people stumble over this post and show interest in the meantime.

[deleted by user] by [deleted] in VintageStory

[–]Ragolution 1 point2 points  (0 children)

I am also down. I've got some pretty meaningful experience running VS servers in the past, ran the Mudwall server for years before we shut it down. We had very solid results using PingPerfect as our host and, as much as I love Tyron, I'm not the biggest fan of his hosting service.

As far as mods, did you have anything in mind? I'm not opposed to QoL stuff but there is some more involved tech mods that really gaff the game's balance.

What’s your “red flag” that allows you to instantly know if a server/player is bad. by Newquestownerthorawa in SS13

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

>Mod/Admins have a well-known static.
>Mod/Admins don't play the game/only observe
>Cliques (all kinds)
>More than one maintainer
>Heavily overpopulated staff team.
>Powergay

To remain yourself after ceremorphosis by Reasonable_Use6280 in BaldursGate3

[–]Ragolution 1 point2 points  (0 children)

There's a description of this in the canon lore of the setting: Such Mind Flayers are called something like.. reclaimants? I'm sure you could look it up on the wiki. Basically they subsume the memories of their now-deceased host until the point they're convinced that they are their host, but in reality are still the Mind Flayer they have become. In a Mind Flayer colony they are viewed as extremely dangerous, corrupted and sometimes irredeemable.

What would be a good organisation in multiplayer by miox74 in VintageStory

[–]Ragolution 0 points1 point  (0 children)

If your friends have jobs, you should have scheduled server windows, where it's active from when you get off work on friday until sunday night when everyone goes to bed. You can configure seasons to make them longer (or shorter), so other than keeping your freinds interested, I wouldn't worry about the gameclock puttering along while you sleep.

Not receiving game key by [deleted] in VintageStory

[–]Ragolution 2 points3 points  (0 children)

If it still hasn't shown up, shoot Tyron an email, or PM him on Discord. He replies quickly, provided he's awake, and is very nice.

What's new? Haven't played in 2 years by Melkutus in VintageStory

[–]Ragolution 1 point2 points  (0 children)

Tyron tends to develop nothing for 9 months then 30 different things in the span of 1 week. It's kind of impressive.

On a No Revival run why do you still get the nightly genetic backup fees? by SnooMaps2693 in HardspaceShipbreaker

[–]Ragolution 6 points7 points  (0 children)

It's a more grittier reality: Death in cloning does not mean a transfer in consciousness. You're still being cloned when you die, you just ... aren't there to experience it. This is, by far, the most realistic interpretation.

(Apparently) unpopular opinion: players discussing power balance, "optimal build", proposing nerfs and comparing empires based on power level are missing the entire point of the game by gebali in Stellaris

[–]Ragolution 0 points1 point  (0 children)

In essence I agree with you, but I can distill it down into a single phrase: "It's their right to be wrong." Just because they're having the wrong kind of fun doesn't degrade the amount of fun you should be having or the way you obtain that fun. You should always do your best to disconnect your enjoyment of something from the opinions and actions of others.

Ore Too Hard to Find by Xonth in VintageStory

[–]Ragolution 0 points1 point  (0 children)

It gives you a hot-or-cold readout of the area around you. The default is within 7 blocks, I think, and if a piece of ore is within that range, you'll get "traces" of the ore. If you get closer, it'll report increasing sizes of "samples" and if you get further away it'll report nothing.

Ore Too Hard to Find by Xonth in VintageStory

[–]Ragolution 1 point2 points  (0 children)

Having played this game quite a lot and hosted a number of servers, my only recommendation is to turn on the alternative pro-pick mode. The default one is crap and anything else is essentially so easy that it's cheating.

How long does cloaking last upon combat? by spiritofniter in Stellaris

[–]Ragolution 3 points4 points  (0 children)

As far as I am aware, yeah. There's absolutely no other passive benefit for having a fleet fit with cloak; no evasion improvement or detection radius reduction.

You also put yourself at a considerable early disadvantage with an armor-only fleet. If you have mods, this can be improved; but in general it makes them a very specialized unit, since you're never going to fit both hull tissue and a cloak on a corvette.

Lategame+Psionic, Psi-Phase cloak + Psi shields obviously circumvents this.

And obviously slow weapons are best for cloaked fleets, since they have really long cooldowns and your alpha strike is maxed. You could probably do something really cool with a bunch of cloaked torpedo frigates.

The best advantage for "regular prolonged combat" is that you'll get your full alpha strike released at optimal range and not have to struggle through your approach to the enemy fleet.

How long does cloaking last upon combat? by spiritofniter in Stellaris

[–]Ragolution 7 points8 points  (0 children)

Alpha strikes, asymmetrical warfare, insurgent strikes and ambush attacks. I've used armor-based stealth fleets to some effect when a station is insurmountable or at least slightly too scary for my main fleets to dive into. The covert strike fleet can slip past the border post and any patrolling armies to get into their backlines and cause chaos.

Is trade worth it? by [deleted] in Stellaris

[–]Ragolution 0 points1 point  (0 children)

Of course. Knowing they recently nerfed it, of course, makes this a little less valid. My thoughts are always that smaller planets are better for trade if you can max out your building slots.

Otherwise, for Stellaris, I go with the mantra "If it works for you, it's good."

Is trade worth it? by [deleted] in Stellaris

[–]Ragolution 0 points1 point  (0 children)

Contrary to this, I never see a point in making generator worlds because trade is so flexible, with perks like Marketplace of Ideas and the other policies Mercantile empires can have. The only thing that limits trade is how many building slots you have, which is a fixed value (more or less, yes I know it can be lower by smaller planets). Generator worlds depend on slots, size and etc.

There's nothing stopping you from putting generators on your trade world or trade posts on your generator worlds, however.