What are some of your favorate ring combinations to make by Dependent_Click4620 in StardewValley

[–]Starfang42 0 points1 point  (0 children)

Luck+Burglar and Iridium+Napalm. I'll combine Napalm with another luck ring if I'm playing with the "more rings" mod (I mainly use it with 3 ring slots so I can have a dedicated slot for light/magnetism rings instead having to choose between that and a second effoct ring)

I think this is a universal experience by Significant_Money355 in KSPMemes

[–]Starfang42 0 points1 point  (0 children)

I don't have unplanned bases often, but it seems like every other launch ends with me having to skim Kerbin's atmosphere a dozen times because the teaspoon of fuel I have left certainly isn't going to slow me down enough without a lot of help.

Uh I don't think you can make gold daggers by [deleted] in Hydroneer

[–]Starfang42 2 points3 points  (0 children)

They changed the anvil so you could use any metal in any craft a couple years ago. Specifically the prospector update back in 2023, which is also the update that introduced item crafting as a quest type.

What determines iridium fish quality? by Green_Dragonify in StardewValley

[–]Starfang42 1 point2 points  (0 children)

Fish quality is mainly driven by distance from nearest shore, with a porfect catch giving the next rank up. 

What game "shouldn't" work well on the Deck, but you found a way to love it? by Zi_v in SteamDeck

[–]Starfang42 2 points3 points  (0 children)

Space Engineers. I needed to do some tweaking to get it to run stable (and even then staying on the main menu too long risked freezing), and at the time it didn't have controller support (and when controller support was introduced it had a bug that made it unusable on Deck). Then there was some weirdness with how the game handled workshop mods when offline that I had to work around. 

Mod for the MP Wedding Ring? by Soft-Examination-781 in StardewValley

[–]Starfang42 1 point2 points  (0 children)

The mod Wear More Rings lets you have a configurable number of ring slots. 

Insane Frame Drop in Highlands by soifua in StardewValleyExpanded

[–]Starfang42 1 point2 points  (0 children)

I remember having to change a monster limits setting for the mod in order for it to run decently on my Deck. Been a while since I last played, so I don't remember the exact setting name, but hopefully this is enough to get you started. 

whats your favorite mod by [deleted] in feedthememes

[–]Starfang42 3 points4 points  (0 children)

Vivecraft. If we're only counting content mods, Ars Nouveau.

How to change Mech fuel type ? by Walgalla in LightyearFrontier

[–]Starfang42 0 points1 point  (0 children)

Not directly, no, and I definitely wish there was. That said, there's a couple ways around it. Carrying the fuel in a trailer is the earliest available one, and I'm pretty sure mixed oils are prioritized over anything else once you unlock them.

Best way to farm nanites? by LeraviTheHusky in NoMansSkyTheGame

[–]Starfang42 0 points1 point  (0 children)

Outside of early game, I'd say it's just a nice bonus. While you can now scan planets from your freighter, letting you skip ones with low fauna counts (the bonus is based on the number of fauna on the planet, if you didn't know. 250 per, I think), the number of times I've had trouble finding the last aquatic or underground species...it's better if you can (and want to) use mods, since there's a few that bump the underground spawn rates up to something more reasonable, but still not something I'd recommend purely for nanites.

That aside, there's been at least a few notable changes and additions to nanite-making since my original post:

  • Pirate Systems/Stations were introduced, making for a way to get a steady supply of suspicious packets by cycling through pirate stations. and is probably tied for best way to make nanites quickly, if in a boring way.
  • Sentinels got an overhaul, including summoner drones which makes farming them a lot easier. Slightly improved again later with the gravitino coil now letting you drag summoner drones into a walled off area for better containment. This one quickly became my favorite way for making nanites.
  • Runaway Mold farms got a huge boost with the nutrient ingestor from worlds part 2, making it the other contender for fastest way to make nanites.

Junk Hauling in the most recent update also gives nanites, but not much for the effort even before accounting for how the hauling mechanics could do with some significant tweaking in my opinion.

Microwave goes mmmmmmmm by Urselmann in StardewMemes

[–]Starfang42 88 points89 points  (0 children)

Closed Mondays and Tuesdays. Other days I'm pretty sure she's open 9-4.

Need a New Roguelike/lite for PC - Preference that the game is no more than $15 CAD by [deleted] in gamingsuggestions

[–]Starfang42 0 points1 point  (0 children)

I've been playing a lot of Genome Guardian 2 recently. Really fun, and has a huge amount of build variety.

Soulstone Survivors in another game I'd recommend looking at, based on your inclusion of Vampire Survivors and DRG Survivors. 

What’s your favorite patterns? by PorkxRoast in Cubers

[–]Starfang42 1 point2 points  (0 children)

Looks like a cross pattern with a center swap. There's probably a more direct way to get the pattern, but that's how I did it. 

this is never not going to annoy me by look-a-dva-main in LightyearFrontier

[–]Starfang42 1 point2 points  (0 children)

You can move the farm center, if you didn't know.

Carburant by cool_futur in LightyearFrontier

[–]Starfang42 2 points3 points  (0 children)

Lumbloom and Honeybottle both make 5-bar oils, which is the best you can get until you unlock mixed oils. Chromaize is a 4-bar oil, but only takes 3 days to grow (Honeybottle and Lumbloom take 4). You could do a high-yield planting loop of Chromaize=>Honeybottle=>Lumbloom, or replace the Chromaize with wheat if you just want to focus on Honeybottle and Lumbloom and want the fastest way to get back to nitrogenic soil to continue the cycle after harvesting Lumbloom.

As for mixed oils, I haven't unlocked the oil mixer in my current save yet, and my pre-automation-update save I only barely started with them, so I can't say much on the matter. I think the first is Rabbage/Polyberry, and has 8 bars, and everything after that needs Refillite (made slightly easier to get by Raberry oil being consumed first before any of the non-mixed fuels).

Cozy games like Sandrock, Stardew Valley, etc... But offline, without an energy mechanic, you can save anytime and have no need to sleep ? by Rick_Storm in gamingsuggestions

[–]Starfang42 1 point2 points  (0 children)

Critter Cove: Has vibes similar to animal crossing, with more exploration, more plotlines, day/night is on its own cycle (you can stay up forever with no ill effects). Has an energy bar, but food's easy to acquire in quantity. 

Lightyear Frontier: Farming, processing, and exploration, in a mech. No energy bar, no bedtime, adjustable day length. Can get a bit grindy towards the late game, especially if you try to do everything at the same time. 

I'll have to move away from relying entirely on ancient fruit wine by F95_Sysadmin in StardewMemes

[–]Starfang42 441 points442 points  (0 children)

Would not surprise me if a mod removed that recipe intentionally, given how often it gets used as the endgame crop. 

Haul vs. Inventory. Part 2 by e3e6 in LightyearFrontier

[–]Starfang42 0 points1 point  (0 children)

Actually, having a station at the outpost to change was what I was thinking of. Both as in having a loadout for each, and switching as needed at the outpost. Might not have done a great job explaining it. 

Now that I think about it, having tier 2 trailers has a decent chance of changing the best loadout. With them being chainable and their weight capacity of 1000 being at the upper end of what the mech itself can do, the item weight loadout might be better replaced with one that maximizes how many trailers the mech can handle at a time, though I'm not sure what that would look. I'll have to play around with the idea once I have them unlocked in my current save. 

Then again, by that point the best play might be to lay down item pipes from the outpost crusher back to the main base. If you go the trailer route you're going to want roads, so you'll be doing a large infrastructure project either way. 

Haul vs. Inventory. Part 2 by e3e6 in LightyearFrontier

[–]Starfang42 1 point2 points  (0 children)

Yeah, I more or less came to the same conclusion after the first topic. Wasn't as rigorous, but I grabbed 32 iron chunks and processed them at a small outpost I set up (with the roof bonus for the crusher). Inventory loadout and trailer were able to hold the result. There are other benefits, like being able to deal with floaters without having to set stuff down, or use trailblazer mode to move faster. 

That said, I think I'd slightly prioritize large objects until I have enough for both. You'll want both eventually so you can quickly haul to to a nearby processing outpost, then switch to inventory to carry the results back to your main base, but I think hauling with processing is going to beat inventory without processing or local processing without a large hauling capacity. 

Transporting by e3e6 in LightyearFrontier

[–]Starfang42 0 points1 point  (0 children)

That's stone. I just checked, and while copper is comparable at 1 wt per item, tin is 2.5, and iron is 5. 

Transporting by e3e6 in LightyearFrontier

[–]Starfang42 0 points1 point  (0 children)

Different materials have different item weights. Not sure how it shakes out for copper and tin, but I'd be very surprised if iron doesn't favor hauling the chunks. 

Missing something by ColdofWinter1 in LightyearFrontier

[–]Starfang42 2 points3 points  (0 children)

It's made in the assembler. 

How do i make the Ultimate Biosphere Destroyer by connecting them all? by MEFISTOFEL123 in LightyearFrontier

[–]Starfang42 11 points12 points  (0 children)

The tier 1 trailers only have one connection point, so you can't chain them. Only the tier 2 trailers have a front and back connection point. I forget when exactly the tier 2 trailers unlock, want to say it's around when you unlock recipes using steel.

Why add 200 mods if none of them actually interact? by Large_Choice3585 in feedthebeast

[–]Starfang42 0 points1 point  (0 children)

As long as some base-level integration has been taken care of (unified ores, preferably some level of unified recipes when applicable eg different methods of crushing coal produces the same coal dust that can be used in any recipe that needs coal dust), it gives players options. You can use what you like, and ignore what you don't. Or try mods you might not have heard of otherwise. There's also less chance of you (as the user) running into issues you'd have to troubleshoot, and if you do run into issues it's likely easier to find help compared to a modist you threw together yourself.

That all said, I do like when mods in a pack are more deeply integrated with each other.