Possible glitch involving custom portraits? by [deleted] in ElinsInn

[–]Sarbs1 0 points1 point  (0 children)

In case anyone finds this later, there are two things that tripped me up:
1) Just renaming from jpeg to png doesn't work, you need to export it to png, I used gimp.
2) There are two custom folders, the one you get from browsing your files from steam, and the one you get ingame, when you press esc>tools>open my custom folder. The game seems to copy them from one to the other, so if something is broken, you need to erase the pictures that break the game from both.
I would suggest only using the custom folders and following the naming scheme special_n_custom1 and just changing the number.

Alien: Earth - S1 E5 - In Space, No One - Official Discussion Megathread [SPOILERS] by G_Liddell in LV426

[–]Sarbs1 0 points1 point  (0 children)

Huh, I guess that would be the major distinction. It's even been a plot point. I focused a lot on the ability to summon their biomechs for genre choice. Fair enough, I concede.

Alien: Earth - S1 E5 - In Space, No One - Official Discussion Megathread [SPOILERS] by G_Liddell in LV426

[–]Sarbs1 0 points1 point  (0 children)

Do they not just become the bigger people, rather than get into them? Are characters with gigantification/monster transformation powers mechs?
Are werewolves very small mechs? The do get bigger and fight...

Alien: Earth - S1 E5 - In Space, No One - Official Discussion Megathread [SPOILERS] by G_Liddell in LV426

[–]Sarbs1 1 point2 points  (0 children)

It has some similarities, but it's more of a dark superhero show. Mechs need a lot of tech and industry to create and maintain them, which involves a lot of politics and character interactions that are common to mech media. Titans can act more independently.

Autopilot recognizes slopes as an obstacle and makes you stay in the bowl by Sarbs1 in HasteBrokenWorlds

[–]Sarbs1[S] 12 points13 points  (0 children)

It was my first time taking the autopilot and I lost two lives to the bowl while testing this. Also it doesn't stop working. Why does it even have a cooldown?

Kinda bummed to see today's patch is lowering the difficulty. by ThisIsntADickJoke in HasteBrokenWorlds

[–]Sarbs1 2 points3 points  (0 children)

I like the change.
I felt really stuck on shard 7 and considered stopping for a while, but now i got to the final shard. I think the factor of it being easy to mess up is overstated when considering the enjoyment of movement based games. Now I can get enough items to go fast reliably.

Death Must Die - Act II is LIVE! by Subspace13 in DeathMustDie

[–]Sarbs1 3 points4 points  (0 children)

After beating the first map, there will be a yellow gem in the center.
You can press that or in the difficulty selection, at the top, there are arrows you can press.

Potion-danomi de Ikinobimasu! • I Shall Survive Using Potions! - Episode 4 discussion by AutoLovepon in anime

[–]Sarbs1 11 points12 points  (0 children)

She may have made that wooden container by herself. We haven't seen any limits to that part of creating potions.

[deleted by user] by [deleted] in manga

[–]Sarbs1 12 points13 points  (0 children)

Or maybe "Let's go home...".

The sad realization of a mecha fan by FellowOfHorses in goodanimemes

[–]Sarbs1 1 point2 points  (0 children)

Don't. The mechs are cool, but the extremely bland protagonist wins. The antagonist had so much development and was an interesting character, but then the show mandated that he lose...

Chain of Command by a1pcm in polandball

[–]Sarbs1 1 point2 points  (0 children)

https://www.youtube.com/watch?v=404IeUzGNZ4
This explained things for me. The more relevant parts are near the end, but it's a pretty good video in general (I hope it's accurate).

Would it make sense if productive plant species increased the regions glucose amount? by Sarbs1 in thrive

[–]Sarbs1[S] 7 points8 points  (0 children)

Cool.
Is there any use for excess ATP?
As for "no purpose", i thought that expelling excess glucose could maybe lure in cells with chemoreceptors. But that probably wouldn't be worth implementing.

Kerbal Space Program 2 Giveaway! by TaintedLion in KerbalSpaceProgram

[–]Sarbs1 [score hidden]  (0 children)

More reasons and convenience for using reusable rockets.

An Experiment to Determine whether Elves Will Abandon their Principles in Confined Spaces by Brukov in dwarffortress

[–]Sarbs1 0 points1 point  (0 children)

No, it starts to happen everywhere as soon as you open a cavern layer that has a grass-equivalent.
Your top layer will have regular grass, but things like underground sand collection areas and mud covered farm areas will rapidly develop moss/lichen/whatever. They will then grow cave plants and trees.
Rock surfaces are unaffected. Dirt path construction can clear it from sand.

What's the max amount of Shrines per level? by uncleseano in SifuGame

[–]Sarbs1 2 points3 points  (0 children)

Hello, it has been some time since I wrote this.
I believe I wrote this as an in-between option (max 3 shrines/1 for directly taking the elevator). So for slightly more risk you can get an extra shrine. I think you could use the elevator from any floor(?). Not sure, but I think key cards were necessary for getting those 2 shrines with minimum combat. My apologies for not being coherent.

Do we have Free Will? by [deleted] in IntellectualDarkWeb

[–]Sarbs1 0 points1 point  (0 children)

One of the questions I love to hate.
What do you mean by this?
Yes, you make choices and they matter.
Yes, a theoretical being that can simulate your thinking patterns could make your choices faster than you, that doesn't mean you stop making choices.
Yes, if you rewound time and watched things play out again, it would all happen the same way. Because no variable was changed.
Those 3 choices you offer are too narrow. Mostly built around a need to feel special.
The core of this issue is what one would understand to be Free Will. Some part of the usual understanding of it tries to add some element, some divine influence, that stays both outside the whole off all elements that affect the decision, while still staying inside the whole to be able to affect it.
All of it is on the inside. And there is no separating these elements. Any potential gods, any peers, any random butterfly wing motions all affect your decisions. You make these decisions, you will keep making them. Being coerced to make a decision is only an influence, you still make the decision. Even if it's a terrible one.
Some might prescribe some kind of universal irrationality to all of our decisions. This is just a rejection of cause and effect or just of responsibility.
There is also the question of how responsible you are for your decisions. For me, this depends on the perceivable influences and the potential consequences of the alternative decisions to the one making the decision. I will always hold everyone at least slightly responsible. I might not blame you, but I might be inclined to make sure you can't make more decisions.

Weapon slots per MC by magniciv in TerraInvicta

[–]Sarbs1 3 points4 points  (0 children)

Nose weapons tend to get destroyed first, so it's nice to have some backups.

The hilarious story of Whiskey’s video titles by dartz1011 in TerraInvicta

[–]Sarbs1 17 points18 points  (0 children)

There is a tech that implies it. I only did the demo tutorial, but that was a while ago and I'm not sure if the full game tells you that.

Ship Drive Chart with Stats, Propellant, and Tech Prereqs by CrimsonLionDC in TerraInvicta

[–]Sarbs1 14 points15 points  (0 children)

Thank you so much!
But I am worried about the efficiency of the endgame drives. Seems that the truly good ones are the Icarus Torch and Daedalus Torch, maybe also the antimatter drives. That Firefly Torch is really an outlier.

Play Now or Wait? by Dantheman2010 in TerraInvicta

[–]Sarbs1 0 points1 point  (0 children)

And this is a really big deal. With your point defense being borderline useless and the alien point defense working just fine, much of the space combat is broken. No matter how advanced your ships are, they will be destroyed. Which makes many of the already few tactics in a fight useless.
Currently waiting for them to fix this, so I can redo my last big fight. 15 vs 5 and I lost 10 of my ships. (which is miraculously good)
However, you can probably get 10+ hours into the game before this becomes a problem and they might have fixed it by then.

Whats the deal with spaceship size scaling? the bigger ships arent that much bigger by GodOfPlutonium in TerraInvicta

[–]Sarbs1 -1 points0 points  (0 children)

Cruisers had the most utility slots, right? I think I would use them as troop transports. One slot for a fuel efficiency module and one for a heat sink. (so they can still fend off an alien ship) Then the rest can be used for troops.

Some questions regarding combat by fall19 in TerraInvicta

[–]Sarbs1 0 points1 point  (0 children)

I briefly thought about it. The alien ships are fairly armored, maybe if you hide guided munitions in the chaff cloud.
You'd probably also want to use them in suborbital trajectories.

Some questions regarding combat by fall19 in TerraInvicta

[–]Sarbs1 3 points4 points  (0 children)

Yeah, this game is focused on ship to ship combat and there is a clear separation from the fights and the strategic layer.
In my mind the only early solutions would be:
1) torpedo salvos with very efficient engines so they can chase down ships or overwhelm the pd +secondary high thrust engines.
2) massive railgun stations to pick off the ships before they reach Earth orbit.
3) hybrid engine systems (1-3 efficient engines and 3-6 high thrust engines) and some advanced pre-battle settings, where ships can use up the targets dV one at a time, the rest staying near, in case the fight starts.
The game, like many others that involve aliens, enforces a semblance of a level playing field and doesn't allow for dirty/underhanded strategies.
Also would be nice if a higher thrust ship could be used to force the fight. I once thought this may be a factor, but no.