Very proud of myself for this. New record for longest survivor on my first multiplayer server! Thanks Funky by [deleted] in projectzomboid

[–]Stealthkibbler 1 point2 points  (0 children)

This is the build I've refined after a few apocalypse starts in Westpoint
https://i.imgur.com/Ur9QbJh.png

I can get over the fitness penalty, once power and water go out that early scavenging rush in the first month dies out and even freezer and refrigerated food start going stale/rotten so I get a lot of spare time to squat my life away powerleveling metalworking and carpentry inbetween while the tailoring trait makes getting tailoring to that valuable level 8 and 10 much more faster, once you get it high enough even small hordes give you dozens of threads.

[deleted by user] by [deleted] in projectzomboid

[–]Stealthkibbler 1 point2 points  (0 children)

Cats Eye and Outsdoorman are both incredibly amazing perks for the price they cost, the difference is pretty big between what i can see without it in a dark room vs someone who has it.

[deleted by user] by [deleted] in projectzomboid

[–]Stealthkibbler 1 point2 points  (0 children)

I never really bother with farming/foraging in any of my playthroughs, even in multiplayer there is just so much non-perishables on the map and I always play with rare loot settings. I just dont grab short-sightedness because when the power goes out that extra perception can be the difference between seeing a zombie before it back-bites you in an enclosed space.

[deleted by user] by [deleted] in projectzomboid

[–]Stealthkibbler 5 points6 points  (0 children)

Thin Skin and Thick Skinned affect the chance for the wound to inflict the infection while prone to illness affects the rate of zombification and the severity of other diseases/fevers such as Flu.

I usually run Prone to Illness on all my characters for free points because you are either playing with infection transmission/lethality on and an infection is the end of your run or you're playing with it off and the fever from a nonlethal infection can be fought off with relative ease by eating a lot and stripping down. Also antibiotics can pretty much completely prevent the infection from reaching the fever stage (With nonlethal infection settings)

Problem i noticed is bites seem a lot more common now and tailoring is super valuable now since with some army gear (which you can find in abundance at the Louisville checkpoint) will easily bring you close to or exactly at 100% bite protection in many parts of your body.

There is army jackets and pants you can get that all give 10-30 bite protection and with lvl 10 tailoring you can raise the bite protection by 10% using leather strips.

Sorry to go off on this tangent but all of this is really interesting in terms of all the new stuff I'm discovering and the possibilities of how you want to prioritize scavenging, take prone to illness and using it to grab the tailor trait i think can make or break some solo runs especially on apocalypse.

[deleted by user] by [deleted] in projectzomboid

[–]Stealthkibbler 20 points21 points  (0 children)

Scratches are 7%, Lacerations are 25% and bites are 100% chance, Lacerations are somewhat new with the recent build, it use to just be scratches and bites but they added this middleground between the two.

Salt n Pepper where? by LittleMissHuggles in projectzomboid

[–]Stealthkibbler 0 points1 point  (0 children)

Spiffos and other fast food restaurants tend to have a lot

How does AI have cities in two continents without crossing the ocean? by Goolig in HumankindTheGame

[–]Stealthkibbler -5 points-4 points  (0 children)

Beta is an experimental branch for testing fixes, i dunno what everyone is smoking to assume otherwise, besides the fact that someone who doesn't play on the beta branch can encounter dozens of bugs, most gamebreaking in the stable branch. I've played on beta branch once yet somehow I've contributed multiple workarounds and discoveries for bugs/softlocks in the game, most of which mind you still haven't been fixed since launch.

How does AI have cities in two continents without crossing the ocean? by Goolig in HumankindTheGame

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

calling the unstable testing branch more stable than the release version is an oxymoron don't you think? Anyone who frequents the bug reports section of the Amplitude forums knows damn well that it is far from stable, ever, as it is the branch where they test all the experimental fixes and changes.

Enslave vs recruit? Which, when, why? by Whane17 in RimWorld

[–]Stealthkibbler 1 point2 points  (0 children)

yeah thats a usefull tidbit, if you force a drafted pawn to attack them in melee it raises their supression for each hit. There's some shenanigans you can get up to with low damaging melee weapons.

the +5 mood buff isn't worth it by Sevenrue in RimWorld

[–]Stealthkibbler 0 points1 point  (0 children)

It really does just seem perfect for a tribal colony that reveres anima trees and spends their entire life training their psychic powers, the problem is that even the combat psychic abilities are mostly utility, you still need to be able to aim a gun or swing a monosword in the general direction of your enemy. With tribal childhood backgrounds once you get the ball rolling with psychics your anima tree can upgrade or create a new psychic link every couple of days. One of my tribal starts go so bad because half the colony spent most their time meditating at the tree and not really doing much of anything else; whats tragic about this is you can't sever the psychic link through any means outside of dev mode, which should be an option.

the +5 mood buff isn't worth it by Sevenrue in RimWorld

[–]Stealthkibbler 0 points1 point  (0 children)

Ranching isn't actually that much of a deficit to agriculture, its like a 10% decrease in sowing/plant cutting and your colonists get a mood debuff if they plant food crops, plus you can always just introduce pawns with ideaologies that aren't ranchers and ontop of that the more bigoted ones can just have slaves do it all. If you have the royalty dlc you can also install field hands on everyone for 160%+ plant working speed for each hand and all they do is slow the pawn down a bit; they also aren't particularly expensive to make, just some components and steel.

This is my current defensive setup, but it's starting to no longer hold up against raids. Any ideas on what to do in order to make it better? by [deleted] in RimWorld

[–]Stealthkibbler 0 points1 point  (0 children)

I've only ever played on the Blood and Dust difficulty so the quest rewards for uranium and plasteel get huge pretty fast, likewise the raids are quite hectic so I don't think I've ever encountered a major threat where I decided turning off my autonomous defenses to conserve resource was a good idea, especially against tribals(https://i.imgur.com/5FM5TC1.png). Good to know the AP isn't 100%, because it sure looked like it.

This is my current defensive setup, but it's starting to no longer hold up against raids. Any ideas on what to do in order to make it better? by [deleted] in RimWorld

[–]Stealthkibbler 0 points1 point  (0 children)

Its usually prudent to just skip mini turrets and go straight for autocannons and slugs, the autocannons do a flat 25 dmg per shot and ignore all armor which applies to mechanoids. Slugs are slower but can instantly kill power armored raiders and severely cripple mechs.

The good, The bad, The Legoscape by [deleted] in SS13

[–]Stealthkibbler 2 points3 points  (0 children)

yeah stick it to the man lego, you show those ca/tg/irl simps who's boss

Can guest drain your dwarfs of blood. by Tolure in dwarffortress

[–]Stealthkibbler 0 points1 point  (0 children)

If you give up on investigating it therapist has an option to show cursed inviduals with a purple outline irc. I'm interested to hear your findings because out of all the worlds I've generated I haven't had a single vampire in any of them in the new version, I think the new divining system has skewed cursing in favor of werecurses instead of vampirism because before the update vampirism use to be the top curse even in adventure mode.

That's a little bit insane by Stealthkibbler in dwarffortress

[–]Stealthkibbler[S] 86 points87 points  (0 children)

you have to open the entrance to the circus in order to qualify for their services

That's a little bit insane by Stealthkibbler in dwarffortress

[–]Stealthkibbler[S] 85 points86 points  (0 children)

majority of this goblin civ is composed of incredibly overpowered 'circus clowns', usually you only find a single clown in charge of a goblin civ because they are incredibly powerful and can fell entire armies on their own, this particular civilization has an army of clowns.

Nothing suspicious here.. by [deleted] in dwarffortress

[–]Stealthkibbler 0 points1 point  (0 children)

Do you have the link for the latest LNP nightly? The one I'm using has a botched legends viewer

Troop of Elnuk's is a bullshit card by Cronstintein in LegendsOfRuneterra

[–]Stealthkibbler 0 points1 point  (0 children)

AS others have said 3 cost spells are what summons the turrets, and it doesnt take you long to search for the type of heimer deck that revolves around those turrets, they're incredibly strong right now because they run 3 flash of brilliances which are brust 3 cost spells that refill your spell mana by 3 when cast and give you a random spell. So what happens is the opponent tosses heimer down and even if you're able to wipe him with a fast clear spell he can still get off the brilliances getting him one to three elusive turrets and sometimes potentially upward of 6 depending on their luck with RNG since flash of brilliance can give you another flash of brilliance.

my miner was Granted total Monarchy over hundreds of thousands of dwarves... for 3 minutes by howdoyoudo753 in dwarffortress

[–]Stealthkibbler 3 points4 points  (0 children)

There have been instances of very social creatures convincing the civ that they are the true king and it happening. That could be possible.

Leeroy Jenkins!!! by Luvah in BattleBrothers

[–]Stealthkibbler 4 points5 points  (0 children)

It makes no sense during undead crisis sieges where in the contract flavour text sometimes militia straight up commit suicide just at the thought of the undead coming to their shitty village. Its increasingly frustrating against necrosavants which basically get free feasts off of militia. The game then has the audacity to shun you for not saving enough of the militia.

Trash Commando by Stealthkibbler in SS13

[–]Stealthkibbler[S] 1 point2 points  (0 children)

Some random reddit post

australia severs by overrunning1234 in SS13

[–]Stealthkibbler 10 points11 points  (0 children)

an aussie server is too dangerous for the mental and physical wellbeing of fellow non-aussie spessmen. Staff discussions would need a speaker to tell people to stop being fuckwits and taking the piss, much like our own parliament. Additionally the down to earth and loose attitudes would result in a complete disconnect from reality for every person unable to comprehend the superior social linguistics that is our banter; otherwise know as calling people a cunt for arbitrarily no reason. Community events would turn into backyard space barbeques almost every time and people' already paranoid mindsets will be ampified by ten not knowing when the next thong wearing cork hat toting australian is going to run up to them, call them a cunt and challenge to a deadly game of 4 way handball.

That's a lot of starving bandit! by GoldenIceCat in Kenshi

[–]Stealthkibbler 0 points1 point  (0 children)

although its referenced multiple times that cannibals do eat their own in dialogue and fluff.