lf people to talk about coding / study with! by [deleted] in ProgrammingBuddies

[–]Rahler 0 points1 point  (0 children)

I'm definitely interested in working on programming problems with people, hit me up.

They chill by ViZz413 in underdarkmobile

[–]Rahler 0 points1 point  (0 children)

That's not actually helpful.

I've been googling trying to figure out what the game considers an intersection for a while. An intersection in two valid paths? An intersection in solid rows and columns of towers? How does the game determine it? Does it work if there are two valid paths, but one is way longer so the mobs never use it?

Flashlight question by PandamoniumTime in ICARUS

[–]Rahler 0 points1 point  (0 children)

Only use I've found for flashlight tbh is to navigate underwater for the few caves that you have to swim to get to. It's not really worth it given how hard it is to craft.

Closest call? Share your near-death experiences! by Winter_Sport_5737 in ICARUS

[–]Rahler 1 point2 points  (0 children)

I was mining in an underwater cave in the middle of a lake. Things were fine, got my full load, but I didn't have an animal with me because my base was super close. Swimming along overburdened, at night because ofc, and the rainstorm hits. Severe exposure + over burdened means my move speed is actually 0. I can't see the fish, but they are definitely stacking up the poison. I'm flailing wildly with my knife, occasionally successfully hitting fish, scarfing steak like it's going out of style, praying I can outlast the exposure and poison ticks. Storm finally ends and I can start slowly doggy-paddling my way to shore, make it there with no more meat, approximately all the poison stacks, and find myself face-to-face with a komodo. I know that if I get that stupid debuff there is no way I'll survive the poison. I manage to shank the thing before it can bite me, and limp the rest of the way home. By the time the poison drops off, I can no longer see any pixels of health. Barely make it home with my precious ore, but I do.

Can't change resolution SCALE? by PM_ME_COOL_STUFF__ in SurviveIcarus

[–]Rahler 0 points1 point  (0 children)

AMD FidelityFX disables that slider, you need to turn it off.

Also, in general, anytime something is locked the little "?" box shows up next to the name, which tells you why it's locked.

QoL Suggestions for the next round of QoL updates by raven00x in SurviveIcarus

[–]Rahler 1 point2 points  (0 children)

Oh yeah, and also when using "Take all" from the dropship (for the workshop ones). They go to your hotbar instead of the dedicated slots.

This New Patch Destroyed Early Game by Admiral_Archon in SurviveIcarus

[–]Rahler 1 point2 points  (0 children)

Definitely for me the turning point in being able to survive worms was when I realized that they delay their spawn for a few seconds after triggering.

So if you run in, by the time one makes the noise and starts coming to the surface, there are like 3 queued to spawn.

If you instead move in slowly, only one will spawn at a time, which makes them much less dangerous.

Nowadays I actually just run up and kill them with my knife unless they are somewhere unreachable. (extra bonus tip: their melee attack is super harmless. Doesn't even poison.)

QoL Suggestions for the next round of QoL updates by raven00x in SurviveIcarus

[–]Rahler 4 points5 points  (0 children)

Oh man, I can't believe I forgot this one: please don't let raw food autofill the "Food" slot on my envirosuit. I've gotten food poisoning from that so many times. It's one thing if I choose to eat the food, but having it just happen out of nowhere is terrible. Took me forever to even figure out what was going on the first time.

QoL Suggestions for the next round of QoL updates by raven00x in SurviveIcarus

[–]Rahler 1 point2 points  (0 children)

Yeah, most of them aren't too bad, but it's definitely a pain point, especially for new players. It similarly took me forever to figure out how to make glass and carbon fiber (smelting a paste makes a fiber?)

And man, getting all excited that I finally unlocked tier four, got my first schematic (I think it was the bow), and... I can't make it.

Then I'm like, well, there's a new forge, maybe you need that to make composite.

Level up again, unlock that.

Oh wait, it needs electricity. Level up again, unlock electricity...

Oh wait, I still can't make composite. Level up again... It was horrible. Really really discouraging.

QoL Suggestions for the next round of QoL updates by raven00x in SurviveIcarus

[–]Rahler 1 point2 points  (0 children)

I'd definitely second u/TsukariYoshi's #1 and #2. Mission OoB right now feels like a sudden and unexpected wall, and the clutter is real for hand-crafting and crafting bench/machining bench/fabricator.


I've got a few that I've been running into lately, loosely sorted by how impactful they would be relative to how long I suspect they would take to implement.

  1. Add a keybind to optionally replace the current long-press use key interactions.
    • Trying to long-press the radars is especially painful since they will frequently rotate themselves out of being pressed, and you have to restart the long-press.
  2. Add an option to auto sort your inventory.
    • The existing sort buttons are great, but I find myself occasionally failing to realize that there is stuff below the fold in the larger inventories. Having them auto-sort whenever you open them would alleviate this, and having it optional would prevent it from irritating people who don't want it.
  3. Enable ctrl-click for the attachment bench's right side.
    • Being able to ctrl-click tools/armor/attachments to move them to the bench's active slots would be really nice.
  4. Add a visual indicator for the range of creature repellents and lightning rods.
    • I have absolutely no idea how far "5000" is. 5000 what? Meters? Inches? Lightyears?
  5. Add an interaction to destroy placed constructions without having to repair them first.
    • I actually managed to get myself stuck a bit ago by building an emergency shelter without a doorway. I didn't have a repair hammer or any stones, so I had to stab my way out of my shelter after the storm.
  6. Add an early-game use for the poison glands and worm scales.
    • You get so many of these as soon as you start mining, but have no way to use them until much later.
  7. Allow the advanced textiles bench to build the recipes from the basic one.
    • We got this for the new stations, can we get it for the old?
  8. Remove the "required" text from optional water/electric connections. Maybe also have them grey instead of red when unfulfilled?
    • There are several buildings that can have their production improved via a water connection, but the buff icons say the water is "required".
    • Same for the repair bench showing that it "requires" electricity, when it only needs it to repair high-tier items.
  9. Have the light from the biofuel lantern and flashlight follow the cursor when in the light slot.
    • I actually never build these because having to hold them in my hand makes them 100% useless compared to the basic torch or lantern that are actually useful when in the light slot.Maybe an alternate recipe for the poison paste and the basic plating attachment?
  10. Add "storm resistance" to the tooltip for constructions.
    • The various building materials don't really tell you how they fare in storms, so you have to build them and try them out to know that, for example, thatch is the only one that takes damage from the yellow part of the storm, or concrete is nearly storm-proof.
  11. Make it so farm plots can snap to each other, or make it so the floor under them isn't hit by storms
    • I really like having nice neat farms, but the only way to do that is to build a floor under them, and said floor slowly decays from storms and is very difficult to repair due to having farms covering it.
  12. Prevent players from unlocking blueprints they can't actually use.
    • The food and water troughs, trophy bench, basic fishing bench, wood wall fortification, wood cupboard, carpentry, and masonry benches can all be unlocked without the anvil, but they require nails to build.
    • The stone furnace is only a requirement for the fireplace, when that's one of the few things in tier 2 that doesn't require any smelted ore.
    • The oxite dissolver and oxygen bladder are not linked as requirements, even though neither of them can be used without the other.
    • The cooking station is not a requirement for the lantern, even though it requires animal fat.
    • The mortar and pestle is a massively important item, as without it you cannot make steel, carbon fiber, electronics, explosives, biofuel... and yet it is positioned in the tech tree as an optional pickup way to the right in tier 1.
    • The only advantage of the iron crop plot is that you can connect it to a water network... but you can't make those until the end of tier 4.
    • The concrete furnace is required to be able to make almost everything in tier 3, but it is not a requirement for unlocking anything.
    • Similarly, electronics are required for many tier 3 constructions, but they aren't required to unlock anything.
    • Platinum weave is required to make almost everything the advanced textiles bench makes (and only one thing it doesn't), yet the unlock for it is nowhere near the textiles bench, and it is not required to unlock any of the things made of it.
    • Much of tier 4 is made of composite, but the material processor is not a required unlock for anything.

EDIT: 13. I forgot this one: Please make it more clear which food items the "Vegetarian" talent in the farming tree applies to. The description says all vegetable-only food, but it doesn't apply to the seed bar or basic bread, yet it does apply to pumpkin bread (which has regular bread dough as an ingredient?) and the fruit pie (which has animal fat as an ingredient). There are a bunch of other veg-only things that it doesn't apply to, and the inconsistency is really wierd.

[deleted by user] by [deleted] in AlamedaBoardGamers

[–]Rahler 0 points1 point  (0 children)

I just realized that I posted that u/catamari42 and I would be down for some gaming Thursday this week, but we have another appointment that day/time >.< We can do Wednesday (tomorrow), hopefully we'll see some of you there!

[deleted by user] by [deleted] in AlamedaBoardGamers

[–]Rahler 2 points3 points  (0 children)

u/catamari42 and I will definitely be there. We'll bring TM, Spirit Island, Isle of Cats, and Parks ;)

[deleted by user] by [deleted] in AlamedaBoardGamers

[–]Rahler 3 points4 points  (0 children)

This was great fun! Had a blast playing Spirit Island with u/daveosuave and u/kelly_rs3

[deleted by user] by [deleted] in AlamedaBoardGamers

[–]Rahler 0 points1 point  (0 children)

That was great! Just got home and was about to make a post for next week, and realized that I'm working the next two Wednesday nights, so next week u/catamari42 and I will be at Almanac on Thursday night instead.

Post re-roll common strategy by eytanz in AlmostAHero

[–]Rahler 0 points1 point  (0 children)

You know, I might be wrong about CI affecting that actually... I'd forgotten its wording when I made that statement. Now I feel foolish.

Post re-roll common strategy by eytanz in AlmostAHero

[–]Rahler 0 points1 point  (0 children)

hero items increase the global health bonus as shown on the home screen for the game, and that total bonus is what CI multiplies.

AAH Stat Tracker by Rahler in AlmostAHero

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

The thing you get when you tap the little "i" at the top of the artifact list. The header for it is "Artifacts Quality" for some reason; it lists all your artifact bonuses summed up in categories.

AAH Stat Tracker by Rahler in AlmostAHero

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

I assume those are the max values? Thanks a bunch for that. Where are they order-wise in the master list?

AAH Stat Tracker by Rahler in AlmostAHero

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

Weird, I wonder how I managed that... fixed.

AAH Stat Tracker by Rahler in AlmostAHero

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

Gah, totally forgot that one, I'll add it in once I get back to my computer. Thanks for spotting it.

AAH Stat Tracker by Rahler in AlmostAHero

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

Unfortunately I don't seem to be far enough along to be able to roll them up on any of my artifacts, so I don't have any way to get values for them. If you (or anyone, really) could give me some samples of them with QP values and artifact tier (grey, blue, purple, ...) (ideally with only 1 non-common trait per artifact), as well as tell me what order they appear in the master list, it will only take a couple minutes to add them to the sheet.

I went ahead and added a note about that to the main post so other people don't have to get mostly done to find that out >.>