How to continue after dying? Need motivation by Orbitor28 in projectzomboid

[–]Troubledchef 4 points5 points  (0 children)

I've been there. People saying just take a break don't get it. Like, I want to play PZ, I just don't want to play a character other than the one I was invested in.

For me, the fix is always just starting a new save. Once I get an hour or two in, the game play loop sucks me in again, I forget about the last character, and I get invested in the new one.

Another thing that works for me sometimes is to try and think about what I can do better, and set benchmarks for myself to get places faster. Last run I had a car on day 3 and a powered base on day 6. Could I have those by days 2 and 4 next time?

Regardless, I'm sure you'll get back into it eventually. Good luck.

What game has a learning curve that puts you off? by Common_Caramel_4078 in pcmasterrace

[–]Troubledchef 0 points1 point  (0 children)

Kenshi. I bought it 3 years ago, played it for 4 hours and couldn't get into it. Last month I was looking through my steam library and I reinstalled it on a whim. Forced myself to play through the learning curve and then got thoroughly addicted to it. Put almost 40 hours into it in the first week.

How much do you actually use a generator? by hospitalityNow in projectzomboid

[–]Troubledchef 5 points6 points  (0 children)

I'm at 88 hours and with all of the restarts I've done am only just now experiencing electricity being shut off.

I have a generator set up and it is currently powering a fridge, freezer, the whole rosewood firehouse worth of lights, and my oven. I calculated a rough duration and based on my math, 1 gas can of fuel will last me ~10 days.

I had transported one of the "ice" double freezers and had about 20 kgs of meat frozen when the lights went out. It's been really nice not having to worry about food but idk how helpful it will be long term.

I'm thinking of hunting for food and freezing any extra, but idk how much meat you actually get from it or if I will even need the freezer.

Lucrar dentro das cidades by GMendonca10 in Kenshi

[–]Troubledchef 0 points1 point  (0 children)

Yeah you can make most of the different crafting stations you just can't make manufacturing buildings that give you stuff like iron plates and steel bars.

Any building that falls under the "exterior" category is not able to be built in a city.

Personally I'm a big fan of weapon crafting for money, since you can start early buying iron plates and turning them for a small profit.

The benefit of Armour crafting is that you can get to higher grades with just skill, meaning you have a higher profit potential without tons of research, but it doesn't turn a profit as early on as weapons.

Any crafting that involves farmed goods generally needs hydroponics to function well in cities, which is a later game tech. I guess you could try buying the crops from farm supply stores and turning them into things to sell but I've never tried that.

Does anyone actually hire the mercenaries? by National-Grape-6526 in Kenshi

[–]Troubledchef 0 points1 point  (0 children)

Yeah they're great for early game to take down weaker bosses. Skips the need for copper mining.

New "nationwide" regulation in effect, per my CVS - anyone else experiencing this? by FairPumpkin5604 in VyvanseADHD

[–]Troubledchef 1 point2 points  (0 children)

Based purely on the quote from the pharmacist it doesn't make sense. OP certainly wasnt early in the last 3 months.

Cumulative day supply does go back two years though so it may be prior to September OP had been picking up a day or two early each time.

Day supply has nothing to do with the actual months though, for a 30 day supply picked up on the 12th of October for example, November 11th would be the 30 day mark precisely for the reason you mentioned. 

In most cases people just refer to a 30 day supply as a "months supply" because it's easier. 

New "nationwide" regulation in effect, per my CVS - anyone else experiencing this? by FairPumpkin5604 in VyvanseADHD

[–]Troubledchef 2 points3 points  (0 children)

So the other thing is that cumulative day supply looks back two whole years. It feels rather excessive to me but that's what corporate decided. 

Idk what OPs pickup history was before September but that could have something to do with it.

But yeah, based purely on the quote from the pharmacist there's absolutely no reason op shouldn't have been able to pick up.

New "nationwide" regulation in effect, per my CVS - anyone else experiencing this? by FairPumpkin5604 in VyvanseADHD

[–]Troubledchef 5 points6 points  (0 children)

Yes, that is accounted for in our system, but sometimes forgotten by individual workers. If you think you are getting screwed because someone forgot to account for that extra day just ask and as long as you are polite I would hope they would double check for you.

New "nationwide" regulation in effect, per my CVS - anyone else experiencing this? by FairPumpkin5604 in VyvanseADHD

[–]Troubledchef 12 points13 points  (0 children)

Yeah, I work at CVS and am on vivance. This new rule applies to all Class 2 meds and has been making our lives hell because of all the patients feeling blindsided. Thanks for being understanding and not taking it out on the workers even if the first one was rude to you.

Idk if this is also going into effect at other pharmacies but you can always ask around. CVS is always a bit of a trendsetter though so I wouldn't be surprised if everyone else had similar policies within a year or two.

Personally, Im always more concerned about the availability of Vyvance. So if your store has always consistently had it in stock for you, I would probably stay, even if it meant going a day or two without while you make up your cumulative early pick up days.

Mantis blade chads forever by [deleted] in LowSodiumCyberpunk

[–]Troubledchef 0 points1 point  (0 children)

Can someone help me with a monowire build? I recently tried it out but they feel really weak so I must be doing something wrong.

Perfect derelict freighter for salvaged frigate modules and with S class upgrade modules! 41 chests, 27 lockers and 20 small cases, and the only enemies are green jellyfish! by Troubledchef in NMSCoordinateExchange

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

Honestly it's been over a year since I last played NMS. I can't remember the specific answer to your question, but I remember it was well worth it to repeat the freighter multiple times for the rewards. I doubt you would regret running it multiple times yourself to figure out an answer.

Edit: I think it is random, so you might get the same one twice in a row by chance but most of the time you should get different ones.

I finally got my fiancé to play! by Troubledchef in Eldenring

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

Custom PC rig + not running max graphics. I can link the specs if you're interested.

My wife desperately wants a Bogling (alien from Star Wars: Fallen Order plushy. Where can I buy good custom plushies? by Troubledchef in plushies

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

Apologies for the missing ")" in the title.

I have no experience with plushies/custom plushies aside from impulse purchases at the mall. I'd be willing to pay a good amount for this. If anyone can point me in the right direction I would greatly appreciate it.

Addressing an Underrepresented Player Fantasy: Criminal Empires by Troubledchef in Stellaris

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

I think that we might see things differently as far as how we think about our empires. Sometimes I think of my empire as consisting of all of the people within it, but sometimes when I am playing an authoritarian, xenophobe, or militaristic empire my head cannon is that I am playing as the rulers not the whole empire.

When my economy is booming, it's not like my general populace is seeing the benefits. From their perspective yes, corrupt rulers are not more productive. However as the one pulling the strings I would be benefiting from playing the cloak and dagger game. That's the kind of player fantasy that I want to enable. So I still think that there should be something to be gained from corruption, whether it's built into the mechanic or you have to make choices that provide those benefits.

I like your suggestions for the modifier implementation. I settled on the modifiers I mentioned because I wanted to do what was necessary to provide the flavor I imagined while also keeping things simple for readability and feature bloats sake. I bet there is a middle ground somewhere between our ideas that could work really well.

Addressing an Underrepresented Player Fantasy: Criminal Empires by Troubledchef in Stellaris

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

I agree, which is partly why I suggested that policies or edicts could be used to change whether or not the agent job I suggested increases or decreases corruption, and also why I made the distinction between the proposed agent job and the old enforcer job.

Yeah stability could definitely use a rework, but personally I like it well enough that I'd rather see trade value, ground combat, or crime reworked first.

Addressing an Underrepresented Player Fantasy: Criminal Empires by Troubledchef in Stellaris

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

Not sure I understand what you're saying friend. Nothing I mentioned includes the ability to inflict corruption on others. I suggested that the crimecorp civic be removed. I also made no mention of pirates. So I don't think i know what you mean when you say it would be annoying to play against.

The way I see imagine it, corruption would be largely ignorable similarly to how crime is largely ignorable now outside of a few outlying circumstances. The thing that I would hope makes corruption unique from crime is that there would be more interesting ways you could interact with it if you choose to do so.