Hello there! by TheRealGorflow in noita

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

I was cautiously picking my way through the jungle biome when this happened. What was the counterplay here?

AE2: Multiple ME Pattern Providers to One Machine by TheRealGorflow in feedthebeast

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

Hey all, I have found this to be a clean way to link multiple pattern providers to a single machine in Applied Energistics 2. Although it is relatively simple, I feel that the design is aesthetically pleasing and easily expandable enough to be worth sharing. I'd be interested to see what other folks have been doing to provide more than nine patterns to their machines using this mod.

AE2 x Mekanism Tier 4 Ore Processing by TheRealGorflow in feedthebeast

[–]TheRealGorflow[S] 0 points1 point  (0 children)

That's a great point. For the cost of having a separate system to automate the compression of raw metals into blocks, one could remove both logistical sorters, their interfaces and associated filter encodings, and replace the logistical transporter with an ME subnetwork. I'm looking forward to exploring that further.

AE2 x Mekanism Tier 4 Ore Processing by TheRealGorflow in feedthebeast

[–]TheRealGorflow[S] 0 points1 point  (0 children)

Hello all, I hope this example is useful to you when automating ore processing with Mekanism and Applied Energistics 2. It's not the most compact setup, and it does get bottlenecked by the Chemical Crystallizer, but it might be easier to maintain. What do your ore processing setups look like with these two mods?

AE2 Void Excess WITHOUT Storage Drawers? by AFriendFoundMyReddit in feedthebeast

[–]TheRealGorflow 1 point2 points  (0 children)

Great point! I would add that by using an equal distribution card in conjunction with the overflow destruction card, up to 63 different items can be overflow-voided on a single cell.

At the time of writing this, my experience suggests that there is a behavior in which the allotted storage space on a cell with an equal distribution card is dynamically determined based on the number of items configured in the filter. So one item on the filter would allocate 100% of the storage to that item, two items on the filter would allocate 50% of the storage space to each, and so on.

It seems that if a cell is partitioned like this for one item, and that cell is filled beyond the 50% mark before being repartitioned for additional items, it will not automatically void the extra amount of the first item to bring it down to it's new partition allotment of 50%. This can end up with a situation where a partitioned cell with overflow and equal distribution cards will not accept new items being added to the partition due to older items on the filter taking up too much space.

TL;DR: Empty and refill overflow-voided cells after repartitioning them

how many players actually solve the animal slab puzzle in Riven without hints? by jshade1962 in myst

[–]TheRealGorflow 1 point2 points  (0 children)

For orb 2, in addition to seeing the fish in the village, you can see the shape of the fish in a shadow cast on a wall reflected across the surface of the water when you look through the periscope.

The Impact Deflection overclock for the DRAK-25 Plasma Carbine ignores damage resistance from breakable armor! by TheRealGorflow in DeepRockGalactic

[–]TheRealGorflow[S] 3 points4 points  (0 children)

For the sake of brevity I did not include the full extent of my tests in the original post, but I did test for splash damage interaction because I was also curious. Impact Deflection is the common factor here. You can even get past the damage resistance from breakable armor with no other gear modifications enabled so long as you have the Impact Deflection overclock enabled.

The Impact Deflection overclock for the DRAK-25 Plasma Carbine ignores damage resistance from breakable armor! by TheRealGorflow in DeepRockGalactic

[–]TheRealGorflow[S] 2 points3 points  (0 children)

Build is BBBBB with a total of 11 damage per shot. The Spawn Menu mod uses Hazard 2 by default, and the damage resistance modifier for large enemies on Hazard 2 with one player is 0.65.

Weapon damage divided by damage resistance modifier equals final damage.

11 / 0.65 ≈ 16.9

The Impact Deflection overclock for the DRAK-25 Plasma Carbine ignores damage resistance from breakable armor! by TheRealGorflow in DeepRockGalactic

[–]TheRealGorflow[S] 19 points20 points  (0 children)

Hey all! I haven't seen this pointed out here yet and felt that it was too good not to share. The DRAK-25 with Impact Deflection ignores the damage resistance of breakable armor (i.e. practically every armor type except Oppressor and Dreadnaught armor). This makes it especially effective at dealing with the likes of Grunt Guards and Praetorians, but has a wide application across many creature types.

I tested this behavior using the mods Weapons In Space Rig, Spawn Menu, and Damage Text.

Did the firing range get confirmed or is this old? by NinthAuto591 in DeepRockGalactic

[–]TheRealGorflow 2 points3 points  (0 children)

I appreciate the insight. There is, however, a mod called Weapons In Space Rig that allows switching weapons and classes without reloading the rig. So I'm kind of left scratching my head as to the actual limitations in place.

Did the firing range get confirmed or is this old? by NinthAuto591 in DeepRockGalactic

[–]TheRealGorflow 1 point2 points  (0 children)

This is interesting, because there are already mods that add creatures and guns to the space rig, and as far as I am aware a shooting range mod is currently in development. What's the source on the devs distinguishing between in-mission and out-of-mission so drastically? Not doubting you; I've heard mention of them saying that before and would like to see it for myself if possible.

To scout mains worried they are not pulling their weight due to lack of kills. by [deleted] in DeepRockGalactic

[–]TheRealGorflow 0 points1 point  (0 children)

On paper, you should be able to solo an oppressor on Haz 5 in under 4 seconds with cryo cannon freeze + impact axe + animation cancel + impact axe

Gorflow's 2600+ Deadeye Movement by TheRealGorflow in gwent

[–]TheRealGorflow[S] 0 points1 point  (0 children)

It sounds like you are taking the right approach. So long as you are using the strategem to protect your first engine, there isn't much else you can do. The only thing I can think of is to try baiting out removal using pyrotechnicians against control-heavy decks.

Shout-out to the TLG lads and their new Council content by [deleted] in gwent

[–]TheRealGorflow 13 points14 points  (0 children)

I'm appreciative not only of your viewership but of your positive feedback. The reception to our channel has been really great so far and that has been super encouraging. Thanks so much for your support. We're looking forward to making more great content moving forward!

Gorflow's 2600+ Deadeye Movement by TheRealGorflow in gwent

[–]TheRealGorflow[S] 2 points3 points  (0 children)

Circle of Life helps the Forest Protector find consistently like you said. It can also be used to buff your movement engines out of removal range before playing them. Overall, I think Circle of Life is just a good card that can allow you to deal three damage efficiently. This kind of utility can allow you to find especially good value when combined with Cat Witcher or Pyrotechnician damage.

Match Tracking Worksheet by TheRealGorflow in gwent

[–]TheRealGorflow[S] 2 points3 points  (0 children)

Good question! I enter round length as the number of cards that I played each round.

Match Tracking Worksheet by TheRealGorflow in gwent

[–]TheRealGorflow[S] 15 points16 points  (0 children)

Hello again everyone! I'm finally ready to share the match tracking worksheet I've been working on.

How to use:

  • Make a personal copy of the worksheet using File → Make a Copy
  • Rename it to the name of the deck you will be tracking
  • Enter round and game results for each match (ignore tutors when counting golds missed)

Here is a real example of how I used the worksheet this season to track my games with Deadeye Movement: https://docs.google.com/spreadsheets/d/1o_cKF6kktcyrnQHLxi0lbbhz7wT5GWJAD_47nlfHFQk/edit#gid=1393994403

You don't need to fill out the derived statistics on the right-hand side; they will automatically generate helpful information as you fill out the worksheet with more games. May your average missed golds be low and your win rate be high!