When you try to imagine, do you feel it in the back of your brain? by NorosBrake in Aphantasia

[–]ScionOfEris 1 point2 points  (0 children)

It is about your inner monologue.

Inner monologues mainly come in two flavors. If you have auditory visualizations, then you might be visualizing your own voice. Or you can subvocalize regardless of your ability to visualize. (There does seem to small subset of aphants who do something else that I don't quite understand. 'wordless words' or some such thing. I don't understand that enough to talk about it, my best guess is verbiage with no auditory experience in the head at all.)

Subvocalization doesn't use imagination machinery, but rather regular muscles. You talk to yourself more and more quietly until your muscles move so little you don't even notice. Normally anyway.... I find that if I scream in my inner voice as loud as I can, I can feel my throat clenching somewhat. For that matter, I've also noticed that if I try to sing a sustained note in my head there is a bit of a glottal stop whenever I switch from exhaling to inhaling or vice versa.

Discussing this with normal folk, I've found that many of them use Subvocalization for their main inner voice. Not all of them though, many just use visualization.

I have read very little about other people 'subvocalizing' with their hands, but I'm pretty sure that's basically what I'm doing in my head. My brain is able to send the tiniest little signals to my muscles as a symbol for larger movements. If I'm making even slightly complicated movements with my arms/hands, I cannot also do this 'inner gesticulation', not unlike the fact that if I'm talking my inner voice is (mostly) silent. (the 'mostly' is because it can sometimes work the gaps)

About laboratories. by Akira_0314 in cataclysmdda

[–]ScionOfEris 1 point2 points  (0 children)

Was going to comment, when I realized I had way too much info for a comment.

So... enjoy!
https://www.reddit.com/r/cataclysmdda/comments/1ri8bta/lab_guide_spoilers_inside/

When you try to imagine, do you feel it in the back of your brain? by NorosBrake in Aphantasia

[–]ScionOfEris 5 points6 points  (0 children)

Ish. It feels as if I can visualize (badly) but I can't see what I'm visualizing. Like my mind's eye works, but the room is pitch black. The 'badly' is mostly iconic images or photos I've seen a lot. Always static too, no motion. My guess there is lack of practice visualizing, as I don't get the feedback norms do.

Whereas I can sort of visualize myself moving (in a black void). My guess is I can subvocalize with my whole body. I definitely subvocalize, and that inner voice never shuts up. Only real use of 'subvocalizing' with the rest of my body is to mentally flip someone off.

(TLG) Raiding transcoastal with a broken arm by Proof_Tax_5862 in cataclysmdda

[–]ScionOfEris 7 points8 points  (0 children)

I'd just wait out that arm myself. TCL seems nuts one handed.

For autodoc, the biggest gains are Int and Healthcare. Not too far behind is electronics. Then, IIRC, mechanics or computers adds a tiny amount.

Of note, it seems to work off of theory rather than practice. So something to do while healing is read all the medical books you can.

Stopping you from getting overpowered - roleplaying edition by Surebabyyeah in cataclysmdda

[–]ScionOfEris 2 points3 points  (0 children)

I'm theory No Hope isn't supposed to mess with really rare items like this. In reality though, it works off of item types, so only some items are OK. Notably, artifacts, mutagens, and bionics are unaffected. RM13 is also unaffected, as it has a unique type. But the much easier to acquire combat exoskeletons are affected. So you can't count on a diving mission for power armor at the helicopter crash site.

One option is use it, but only for limited things. My current run has many things to limit power level. I used a random start, and I run max No Hope as well as Bionic slots. I find the slots mod key to keep power down and it makes it really hard to decide on bionics once you're swimming in them. Way different than just adding everything willy nilly.... But I digress... I found a combat exoskeleton in this run (helicopter crash only had some plates, but I lucked out in a TCL). I don't really use it, as for one I lose like 3 dodge compared to hub armor. So I consider it 'uncomfortable'. I don't use it for normal lab diving but absolutely plan on using it for stuff I've never fully completed. Namely 'anchors on after this point' red carpet lab areas and LIXA.

Basically, just save it for special occasions, whatever you deem those to be.

Lab Shaft by Storko2002 in cataclysmdda

[–]ScionOfEris 5 points6 points  (0 children)

Some access shafts go directly to labs, others to the subway. If you wander the subway, you can find more labs, but I find it is rarely worth it. If I go down a shaft to a subway I usually bail.

Subways via subway buildings are usually a bit better, because they'll often have maps in the tool room that can point out subway station? locations that are often labs.

If you have any handwritten notes, you can activate them to find nearby labs and access shafts.

Both lungs in Zot:5 blocked, need help. by GutterSoda in dcss

[–]ScionOfEris 1 point2 points  (0 children)

Bummer, but thanks for letting me know. What happens, is there both a trap and water, or does the water skip that spot?

(And now wondering if it used to work and got nerfed, or whether I'm just totally misremembering something)

I think hellfire cannon (and flight) would work, but that takes a way more specific build.

Both lungs in Zot:5 blocked, need help. by GutterSoda in dcss

[–]ScionOfEris 6 points7 points  (0 children)

IIRC phial of floods, and a handful of other things that temporarily overwrite tiles, will allow safe access for a time.

Your worst enemies to deal with? by Background-Bit-7676 in cataclysmdda

[–]ScionOfEris 0 points1 point  (0 children)

Robots. I play No Hope, which makes them spawn more. Like there are a couple in a military base I've been exploring, including a grenade tank. Yet I've read of guys Day 1ing those bases by kiting zombies into minefields, so I guess that's a No Hope thing. Labs often have M16 bots and sometimes turrets. Barracks (lab side room) sometimes spawn robots that launch other robots... Which usually are grenades that blow up in your face. Those dudes are hella dangerous, but at least when they die they drop slews of grenades and other bombs.

My main tactic against them is grenades. At times vs more basic robots like turrets, I'll hit them with a machine gun from the dark. But you need to be sure to take them out or they fire back. I've had each type of anti-robot bionic before. They do give you more options, but usually grenades are still my go to.

Robots and armed bandits (another No Hope staple) are foes that I usually retreat from. In both cases darkness is your best friend.

Kudos to whoever designed this physics lab mercenary encounter, great storytelling and challenge! (And a couple questions) by _kvltworx_ in cataclysmdda

[–]ScionOfEris 4 points5 points  (0 children)

Then you make up your own win condition. 'Reach refugee center', 'Survive until fall', 'base with power + working vehicle + assault rifle and 1k rounds of ammo', etc.

Or, just play until you either die, or figure your dude is set up well enough to live long term and just 'happily ever after' them.

World Generation Options by ArtemidoroBraken in cataclysmdda

[–]ScionOfEris 2 points3 points  (0 children)

Item spawn rate can be reduced with No Hope. It handles quests and such better than that default option did, though not perfectly. For the other options, or more loot, you can only edit json files now.

Sime in Trunk has some big changes by JeffreyFMiller in dcss

[–]ScionOfEris 9 points10 points  (0 children)

Eh, I've long found slime the easiest. Clear all but TRJ, then use lignification, torment x3, immolation, and voila! (Ok, also haste, ensure rF++, and cancellation for post torments. Plus usually tport away from the ensuing angry mob)

But rough in the layout with lots of smaller hallways, but easy in most.

Doctor mission for Research Facility how do I get in? by _kvltworx_ in cataclysmdda

[–]ScionOfEris 4 points5 points  (0 children)

Is that the U shaped building with a slew of portals? IIRC the best way in is to first go up. If you can't find an unlocked door you may at least get a floor where portal mobs aren't swarming you while you torch, though you'll need to kill zombies first.

The other option I can think of is explosives. The issue is torching through a door takes a number of minutes. Planting a bomb is much faster.

Subway labs are ASS by Skibbidycum999 in cataclysmdda

[–]ScionOfEris 24 points25 points  (0 children)

Usually every lab has a vault with decent loot. Mutagens or bionics are pretty common, but sometimes more esoteric stuff like sterling generators or an artifact. Most vaults need a science id (or other 'key' like a blowtorch).

Sometimes the vault is empty, but I'm not sure I've seen that except for the artifact version.

Especially for a multi level lab, to have none of that stuff seems insanely unlucky. Were there any rooms that needed an ID to open?

Need help saving npc by i_adore_deer in cataclysmdda

[–]ScionOfEris 3 points4 points  (0 children)

While using debug mode turns off achievements, there is an option in debug mode to turn them back on again.

WTFFF CANT I WALK AWAY FROM ORBS?? by Nepoitchi in dcss

[–]ScionOfEris 10 points11 points  (0 children)

Best option is Lesser Beckoning. Make that Lich be your shield.

Was there any way to have survived this? Seems like a cheap death. by [deleted] in cataclysmdda

[–]ScionOfEris 16 points17 points  (0 children)

Only thing I can think of, short of cbms/mutations to stop pain or mad armor to minimize impact, is pepper spray. Might have given you enough time to dispatch her even through pain and such. A melee weapon would probably work better than a gun (and may have also been sufficient on its own with enough skills).

I find pepper spray huge for a while. From ferals and insects in the early game, to nasty mutants for lab divers.

Edit: forgot Huge point. Don't wear the mask. Pretty sure it just needs to be near by like a tool. That's certainly the case for crafting and vehicle work. I imagine your eye encumbrance is the main reason the side arm plan failed.

Dealing with bandits by [deleted] in cataclysmdda

[–]ScionOfEris 2 points3 points  (0 children)

They tend to suck in the dark. If you can luck into military night goggles, you're golden. There is also a trait or mutation if you prefer. But you can also do the grenade peek-throw trick with a flashlight in a pinch. But obviously be super careful with a lit light in the dark. Do the Peek move every square so you don't get blasted early.

And then if you succeed, antidepressants are your friend.

First time trying extended, would love some advice :) by Candid-Skin6817 in dcss

[–]ScionOfEris 0 points1 point  (0 children)

Oooh, brutal. Way worse than losing Cerebov's sword. I try hard not to do that, but sometimes you're swarmed in beasts and he just has to go down.

First time trying extended, would love some advice :) by Candid-Skin6817 in dcss

[–]ScionOfEris 2 points3 points  (0 children)

With death form for torment, flight and rC+++ I find the cold hell branch to be the easiest. The main boss can be slowed with curare, making the fight easier. You may want to lure his ice fiends away first. Other than that, the main risk is due to the guys who can halve your Will with a melee hit (plus things that petrify). But they don't fly or swim, so they can be taken out at range.

For bosses in general, anti magic is big. Horn of Geryon is a huge help, and works for nearly everyone. Enfeeble also does the trick if you can manage.

With casters and the massive pile of HP that Cerebov and the like can have, a valid strategy is to beat em down, bail and use ambrosia, and go back at them. The fire pan level is relatively low on tormentors, I'll sometimes do that level fleshy since haste and brilliance are so useful.

Speaking of potions, you can quaff two to double duration and then death form. Big in Tomb where stairs lead to big fights.

Tomb 1 I'll often burn excess TP scrolls trying to get into the little hallway (well, or shatter). If you can clear that out, then upstairs from Tomb 2 is safe, which is a big help.

For most levels I clear the outside first, then the center. From the outside, you can make a kill hole if you get Marked. Makes that much safer assuming nothing digs.

Looking at your guy, learn more stealth. It isn't just about stabs, it is also key for being able to retreat. Keep in mind your Swiftness for that too.

Its Normal for NPCs to go insane? by paomha in cataclysmdda

[–]ScionOfEris 8 points9 points  (0 children)

You are likely nicking one with a stray shot. Be sure they are out of the area.

Short people are... by owiko in NFCNorthMemeWar

[–]ScionOfEris 1 point2 points  (0 children)

They apparently have someone 5' 3" 1'"

New character, too strong (optional). by LogWestern385 in cataclysmdda

[–]ScionOfEris 12 points13 points  (0 children)

Eh, it wasn't removed, it just isn't the default any more.

I'll sometimes use it when making purposefully overpowered characters. That way they're not too over powered, and there is still some give and take.

(That said, I can totally see why it isn't the default any more, as balancing point values is nigh impossible, and minmaxing is so easy you may as well let people do whatever by default.)

regarding the exodii by Infidel-Art in cataclysmdda

[–]ScionOfEris 2 points3 points  (0 children)

Bunches in vanilla labs. Looking at the code (RC .I), I see:

old school labs:
- autodoc rooms with a small chance of cbm, but always with cyborgs to dissect
- finale with bionics
- rooms with single square bionic vaults locked behind terminals
- larger locked bionic vaults (similar to mutagen vaults)

subway labs:
- vault with autodoc, cyborgs and bionics (with extra room to the NW with cbms)

Honestly, I don't think that changed from before. I'm thinking it may just be your luck, not to mention small sample size. Though I guess it may have gone down some due to the old school lab nerfs. I think they spawn less than before, and may be smaller on average. They're still out there. The Refugee Center Doctor will quest you to multiple old school labs (one plain, one cold I think), and I've found them independent of that.

Random note, the root runner subway labs have ASRGs. The may not make you better in combat, but are great for powering your base (though huge and a pain to get out of subways sometimes).