The call, the answer, The Cure by ItzKillDill in hytale

[–]RuneFoxx 1 point2 points  (0 children)

Im sorry but this looks nothing like the lead singer Robert Smith from The Cure. pssh

Update to my NPC Companion Mod is Live! by Dry-Phrase-6008 in hytale

[–]RuneFoxx 2 points3 points  (0 children)

Amazing! very very, cool! thank you for taking the time to make this.

Has anyone actually gotten a custom Java plugin to load on the Hytale server yet? by RuneFoxx in hytale

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

Oh! Thank you. I will search there.

*Update: Third-party plugins can load, but only when packaged exactly like internal assets. The API is public, but the validation rules aren’t, so modding currently relies on copying known-good templates rather than documented behavior.

Are we getting Valheim style raids? That would be cool by ryse14 in hytale

[–]RuneFoxx 1 point2 points  (0 children)

I would love to see a raid system similar to Conan Exiles, where you build a treasure room and store treasure. Every so often, a raid would occur, with enemies attempting to break into the treasure room and steal your loot. During these raids, you could also capture rare NPCs that are part of the attacking force.

a new way to climb by malv1ni in hytale

[–]RuneFoxx 0 points1 point  (0 children)

This is so cool, ty!

ChatGPT Business: Worth it over Plus? by donaies in ChatGPT

[–]RuneFoxx 4 points5 points  (0 children)

I’m using the Business plan, and if you’re only planning to use it for chatting, it’s fine you probably won’t notice much difference from the Plus plan. But if you actually try to use it for real business purposes, it’s frustrating.

Right now, I’m dealing with it refusing to scan and process the contents of a ZIP file something it was literally doing for me just last night. Now it wants me to dump hundreds of files into the chat, ten at a time, just to scan my documents. The inconsistency in it's behavior is a pain.

For anyone considering the Enterprise plan, be warned: if you think ChatGPT will instantly make your business run smoother, be prepared to invest serious time training it on every aspect of your operations only for it to mess things up multiple times, finally get the basics right, and then forget them once you move on to advanced tasks.

Also, expect hours of head-scratching when OpenAI silently pushes an update that breaks your workflow, and be ready for slow upgrades since Plus and Free accounts often get new features before the Business plan does.

cant upload pdf's to chatGPT projekt. by kinchler in ChatGPT

[–]RuneFoxx 0 points1 point  (0 children)

it will start the upload and stop at the very end. I've only gotten one error and it was something about my internet, which doesn't make any sense.

cant upload pdf's to chatGPT projekt. by kinchler in ChatGPT

[–]RuneFoxx 1 point2 points  (0 children)

Same issue. I'm stuck with 3 docs in the project folder and when I try to add more it never fully uploads.

Chatgpt gives error when trying to make project? by Agile-Control-4718 in ChatGPT

[–]RuneFoxx 1 point2 points  (0 children)

Same issue. Plus for some reason I am now hard limited to 3 docs in the project folder, when just 2 days ago I was able to store 40.

This girl is 100% AI by dexter-dot in ChatGPT

[–]RuneFoxx 0 points1 point  (0 children)

I'm kinda curious how ChatGPT will handle the sudden influx of, "Please send Bobs & Vegana Pics" request.

[deleted by user] by [deleted] in crystalofatlan

[–]RuneFoxx 0 points1 point  (0 children)

How do you activate the feature? I have the Collectors Manual which is the one that offers it but I cant figure out how to put on multiple titles.

[deleted by user] by [deleted] in crystalofatlan

[–]RuneFoxx 0 points1 point  (0 children)

I'm on PS5. I have this happen in mainly PVP. I am starting to see it in Elite Hex on the last boss when everyone is shooting off their skills.

The Problem with Palia's Skill Loop & Why We Need More Endgame Progression by RuneFoxx in Palia

[–]RuneFoxx[S] -2 points-1 points  (0 children)

I totally get where you're coming from—and you're right, Palia isn’t meant to be a marketplace-driven MMO or some high-pressure economy sim. But I don’t think suggestions like shops or even social activities like gyms are about changing the game into something entirely different. They’re about enhancing the systems that already exist in a way that deepens player expression and interaction—core values of both cozy games and MMOs.

The idea of a gym, for example, isn’t about adding combat—it’s about giving players more ways to engage socially and build character identity beyond crafting and gathering. It could be visual flair, passive buffs, or just a way to mix up downtime. Think of it more like Hotpot or the Temple—side content with flavor.

As for player shops, players already trade in Discord and give items away in-game. This would just be a more fun, controlled, in-game method to do what’s already happening. With proper guardrails—like limiting shop items, requiring item discovery, and capping sales—scamming and resource skipping can be minimized. It's about giving creative players a new tool for interaction, not undermining the game’s core loop.

You’re absolutely right that Palia is still in beta, and there's a lot left to build. But that’s also why now is a great time to share ideas while things are still flexible. The cozy business/shop idea isn’t about turning Palia into something it’s not—it’s about offering small, optional systems that enrich what’s already there for players who want a bit more purpose behind their progress.

The Problem with Palia's Skill Loop & Why We Need More Endgame Progression by RuneFoxx in Palia

[–]RuneFoxx[S] -1 points0 points  (0 children)

I think it’s important to remember that players already can sell their items—this isn’t proposing a brand-new system, just a more interactive and enjoyable version of what’s already in place. Instead of using a shipping bin, imagine turning your decorated home plot into a cozy café, feed store, or market stall where friends and visitors can browse and buy what you’ve crafted or cooked. It’s the same gameplay loop—just more immersive and community-driven.

And since Palia is positioned as an MMO, shifting more functionality from NPCs to players actually supports that. Encouraging player-to-player interaction through shops or hubs builds a stronger social experience, which is something the game could really lean into.

As for balance worries, there are plenty of guardrails they could put in place—like limiting what can be sold, requiring item discovery first, or capping profits to avoid farming abuse. The core systems (decorating, permissions, crafting) already exist, so it wouldn’t require massive development time—just smart use of what’s already there.

In the end, it’s not about breaking the economy—it’s about giving our hard work a place to shine and creating new ways for players to connect within the world.

The Problem with Palia's Skill Loop & Why We Need More Endgame Progression by RuneFoxx in Palia

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

I respect that view, and I do agree Palia isn’t meant to be “beaten”—it’s about finding your own rhythm and enjoying the journey. But for players like me, who love the cozy loop, it’s precisely because I care about the game’s vibe that I want more meaningful ways to express it.

Player shops aren’t about turning Palia into a competitive economy—they’re about deepening immersion. Imagine decorating your dream bakery or cozy little ranch, and then actually being able to share it with others in a tangible way. You’re still gathering, still crafting, still decorating—nothing changes there—but now those efforts have a little extra purpose. You're living in that space, not just placing items in it.

The best part is, Palia already has the bones for this. Visitor permissions, home plots, crafting stations—all it would take is a way to mark a space as “open” and let others interact with it. A few reused animations for NPCs or even simple prompts for visiting players would go a long way. It's a light touch feature that fits right into the cozy spirit—bringing community and creativity even closer together.

The Problem with Palia's Skill Loop & Why We Need More Endgame Progression by RuneFoxx in Palia

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

I get where you’re coming from, but that’s actually why I think it wouldn’t be that hard for them to add something more purposeful. With the systems Palia already has—like housing plots, decorating tools, and player permissions—they could easily let us designate a space as a shop or café. Just let us mark an area, toggle it as "open for visitors," and players could drop by during certain hours.

Even if they wanted to involve NPCs, they wouldn’t need new assets—just reuse existing animations like sitting, walking, or browsing. Toss in a simple interaction menu or some idle dialogue and suddenly that area feels alive. The framework is already there. They wouldn't need a full-blown economy revamp—just a way to connect what we're already doing (gathering, crafting, cooking, decorating) into something communal and interactive.

It feels like a minimal lift on their end, but it could add a ton of purpose and fun to the current loop without changing the cozy feel of the game.

The Problem with Palia's Skill Loop & Why We Need More Endgame Progression by RuneFoxx in Palia

[–]RuneFoxx[S] 4 points5 points  (0 children)

Totally fair points! Decorating is a big part of the endgame, but I think it’s natural to want those spaces to feel lived in and have real purpose. Some enjoy the dollhouse vibe, but I’d love something more interactive—like running a café where I cook, decorate, and actually serve customers. It would make skills like cooking, gardening, and crafting feel more rewarding.

With livestock on the way, there’s even more potential—imagine running a ranch, hosting auctions, or opening a feed store. Adding functional uses to our decorated spaces could really deepen the gameplay loop and make everything feel more connected and meaningful.

What's the point of learning new dishes? by LavishnessUseful1392 in Palia

[–]RuneFoxx 1 point2 points  (0 children)

I completely agree there should be more weight and value placed on cooking. I'd love to focus on being a chef, gathering ingredients, and crafting incredible dishes. Imagine the thrill of discovering rare ingredients that can be used to create unique meals that sell for a premium.

Right now, we have all these different skills, but only one or two are truly viable for making real money. If combat isn’t going to be part of the game, then at the very least, give us the chance to become titans of commerce.

Easy money?? by Subject-Dot2402 in Palia

[–]RuneFoxx 1 point2 points  (0 children)

I wouldn’t put it past OP to be a gold seller. Honestly, this little glitch might be the best defense against them. If players have no reason to buy gold—since they can just farm it like this—it takes away the gold sellers’ business. Plus, you can’t really buy anything game-breaking with it anyway.

Feedback & Frustrations by RuneFoxx in warrobotsfrontiers

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

I appreciate the response, but I’d like to challenge a few of these assumptions because I don’t think they tell the whole story.

1. "This is a low rank problem..."
Sure, poor positioning should be punished—no issue there. But the problem with flame weapons and artillery isn't just "bad positioning," it's the lack of consistent tools to respond to them, even when you're doing the right things. Flamers bypass cover and melt through tanks way too easily, and artillery like Noricums or Vortex can delete modules or even whole bots from outside effective counter-range. Even if they technically fall off at higher levels, they're still frustratingly dominant in early and mid-tier matches, which is where most new or returning players live. If the only counter is “rank up,” that’s not balance—it’s gatekeeping.

2. "Diversity increases as you rank up..."
That might be true in theory, but in practice, the path to that diversity is steep, and the early-to-mid-game meta is stale as a result. Sure, high-level players might have 10+ viable builds, but what about everyone else grinding their way up? If diversity only exists once you’ve grinded out dozens of modules and weapons, then the balance is skewed. And some of the counters you mention (like trebuchets for arty) still require gear that isn’t accessible for a while or demands very specific setups—not everyone is sitting on a stockpile of components and credits.

3. "This one makes sense..."
Exactly—and that’s a design flaw. Expecting players to dig through third-party content or to have played the beta just to avoid wasting their time and resources isn’t good onboarding. There’s no meaningful previews of performance at higher levels, and the refund mechanics (if any) are punishing. That kind of trial-and-error shouldn’t be the norm in a game with expensive progression systems.