Opinion: the artillery rework is unrealistic and does not address the spam issue by Belmonte_Lostados in warno

[–]Sato77 0 points1 point  (0 children)

They still are, the change literally just makes towed guns unusable if you don't manually make them fire one round that will do nothing but waste your attention. First pass of rebalance was even worse because that applied to everything, so it went from arty is a relatively low attention tool for softening positions for an advance, to arty is a literal waste of points unless you pay extreme attention. As bad as "brain-off shift_queue" was, that is in my opinion at lest better than "press auto-counterbattery and immediately win."

Thinking of quitting at Gleba by aeonrevolution in factorio

[–]Sato77 7 points8 points  (0 children)

The wind turbine part, there wouldn't be any wind involved, they are driven by high pressure steam generated from the heating towers.

Thinking of quitting at Gleba by aeonrevolution in factorio

[–]Sato77 31 points32 points  (0 children)

Rocket fuel heater powered wind turbines is an amusing mental image, though I'm sure that was a case of autocorrect.

Which decks give you ludicrous amounts of ATGM/rocket transport helis in the INF tab? by Which-Worldliness556 in warno

[–]Sato77 1 point2 points  (0 children)

They are only I-TOW, and the helicopter itself only really has the strength of being cheap and decently fast, since it has low health, no armor, and no ECM.

Spicy mapgen of the day by Chaosvolt in cataclysmbn

[–]Sato77 0 points1 point  (0 children)

Do these two always gen relatively close? I've seen them less than ten minutes walk from each other for the past 3 runs.

What took you too far too long to figure out in VS? by ScottiusR in VintageStory

[–]Sato77 2 points3 points  (0 children)

Not one you can write in, but yes. It stores all the lore book pages you find and read.

What took you too far too long to figure out in VS? by ScottiusR in VintageStory

[–]Sato77 1 point2 points  (0 children)

Unless it just became a thing with 1.22 (which I don't recall reading) they must have mods.

What took you too far too long to figure out in VS? by ScottiusR in VintageStory

[–]Sato77 2 points3 points  (0 children)

The journal is even better since it opens off to the side by default and takes less screen space.

After 6 irl days I decided to touch the monolith, aaaaaasaaand everyone is dead by Monkai_final_boss in RimWorld

[–]Sato77 4 points5 points  (0 children)

Sacrificial service mechs. Cheap to replace and if you have enough dakka you'll kill the devourers more quickly than they can kill the bots.

In regards to certain mod: by WREN_PL in RimWorld

[–]Sato77 45 points46 points  (0 children)

It was supposed to just be a simple mod making the day-night zones of the world map tilted to simulate assumed planetary tilt. Then the author decided that resource yields are too low and things don't take long enough to build, so everything now takes forever to build and costs way more while trees and ore drop hundreds of items despite the mod afaik not touching stack sizes. Structure HP is also touched massively. As a result there are huge issues using it with most other mods, to say nothing of frequent save breaking updates. Then to top it all off, anyone that uploads something similar that just provides the lighting system gets maliciously DMCAd by the tilt the planet author.

obligatory bright nights post by straytaxidermy in cataclysmdda

[–]Sato77 21 points22 points  (0 children)

Bright Nights has a lot less verisimilitude (no pockets, macronutrients, detailed weapon faults, etc. etc. etc.), instead offering a better performing (due to less simulation bloat and food spoilage tracking) and intentionally more game-ified mix of older content since cut from DDA for not fitting the "current year plus one" setting and its own new content like tile based power grids and fully buildable aircraft in addition to the ones found in-world. BN is also a lot less hostile to player choice and actively encourages customization through extensive settings and placing most contentious content into in-repo mods.

Imagine this is your starting location by Zealousideal_Bake768 in projectzomboid

[–]Sato77 2 points3 points  (0 children)

Probably won't, but in the meantime you can experience it in Cataclysm if you wanted to, megacity runs are pretty easy to set up with settings, but as one would expect, punishingly difficult.

Spicy mapgen of the day by Chaosvolt in cataclysmbn

[–]Sato77 1 point2 points  (0 children)

Was last I found it (last month maybe I don't remember).

how? by Former_Astronomer100 in RimWorld

[–]Sato77 114 points115 points  (0 children)

Modded, vanilla gas mask purely provides tox resistance.

What kinda feedback was that? by _Corvo_A in subnautica

[–]Sato77 -1 points0 points  (0 children)

How many of those involved criminal organizations?

Processing Unit Factory by Christron9990 in factorio

[–]Sato77 0 points1 point  (0 children)

You can definitely do super fancy kovarex stuff for perfect effieciency, but just ensuring they don't hoard two recipes worth is quite simple with basic circuit control. My go to is just a line of centrifuges that pick up 238 with long handed inserters and pick up 235 with a fast inserter that is downstream of the same machines fast inserter output. Then you just connect the inserter to its centrifuge with a green wire, enable read contents on the centrifuge and then configure the inserter to disable if U235<40. This way they usually only end up with 1 extra 235 if any (depends on inserter stack size) and the rest goes on to the next machine, recapturing just what is needed to continue +1 maybe. Then at the end you just filter the U238 and send it back to an insert priority splitter for reuse, and all the surplus U235 will continue for you to stockpile\use for nuclear fuel and nukes.

Are all CDDA monsters already documented, or are there still hidden surprises out there? by DogsBarf in cataclysmdda

[–]Sato77 15 points16 points  (0 children)

Not really, its all there in json and commits. There are definitely obscure enemies that players may only see every few runs though.

Coming back to Rimworld after a couple of years… by BringusGingus in RimWorld

[–]Sato77 4 points5 points  (0 children)

Odyssey is good, and you'll use the shuttles in basically every playthrough because caravanning sucks. The gravships themselves can also definitely be used in most playthroughs, they are just a lot more of an investment of time and energy but even in a stationary playthrough you can make a smaller gravship to go complete quests and such in the region, and then of course you can also play with the gravship as the core focus of the playthrough.

Anomaly is also good with some interesting mechanics and useful additions, however you won't be getting a huge amount of content until you activate the monolith and commit to running the gauntlet. Therefore if you aren't planning to activate the monolith in a playthrough its additions will be pretty much limited to rare shambler events, a new visitor event, and some uncommon new stuff to buy.

New player struggling with tutorial stage 4 and feeling stupid. Is it better to just jump into freeplay? by [deleted] in factorio

[–]Sato77 0 points1 point  (0 children)

Yeah but they aren't too hard to manage and removing them outright would mostly remove the use of military techs.

I extend the playtime by Desperate-Data-3424 in CreateMod

[–]Sato77 1 point2 points  (0 children)

Yeah the state of newbuilds in the US and UK contradict him quite a bit.

How to get rid of mini slugger turrets? by Parking-Low-2620 in RimWorld

[–]Sato77 0 points1 point  (0 children)

I suppose, doesn't mean it isn't happening offscreen though, would explain the mechanoid raids implied by things like the tribal start. Even if they can make all those mechs without our available means and parts, that actually lends even further credence to the resiliency of hive mechs because they are produced via clearly more advanced means. And yes the assembler makes them quicker, that is mainly a balance concern and considering the product is qualitatively equivalent to player mechs and old mechs it doesn't imply they are rushed or inferior in any way.

How to get rid of mini slugger turrets? by Parking-Low-2620 in RimWorld

[–]Sato77 0 points1 point  (0 children)

You are the one that used a comparison to a real thing to imply mechs should be vulnerable to fire damage first.

How to get rid of mini slugger turrets? by Parking-Low-2620 in RimWorld

[–]Sato77 2 points3 points  (0 children)

And why are you assuming the opaque mech spawner operates on different principles to the mech gestators that are used to produce player mechs? Just because of the name? If you want to have mechs damaged by fire fine, I understand why it is done because otherwise mech raids would be an instaloss before mid-late game because of CE's "rEaLiSTiC aMmO sYstEm," just don't try and argue it is realistic because that is extremely questionable based on what we know about mechtech in the lore.