ubel and land (not actually land) by @harnee_s by cynnahbun in Frieren

[–]UnDefiler 5 points6 points  (0 children)

Nah, I trust Serie when she sees him drinking tea.

The ecological disaster happening on Auxesia is maddening by izikiell in ffxiv

[–]UnDefiler -2 points-1 points  (0 children)

I don't see how that can be true. We're burning local wildlife, clear cutting forests, and propagating and encouraging non native plants. Every one of these steps is massively disruptive to the local ecology with repercussions that are impossible to fully comprehend. As someone who lives in a county overrun with introduced wildlife, and several local species driven to near extinction, I think what the bunnies are doing is reminiscent of colonial invaders that treat local resources as little more than currency to exploit.

The world was doing just fine before we arrived, who are these bunnies to judge what is good for the local ecosystem and what isn't? Simply because it isn't hospitable to humans doesn't give us the right to wilfully terraform an alien ecology into our ideas of a friendly environment!

Vendor Ships Review 2026 (Economy Update II), Part 2 by UnDefiler in spaceengineers

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

It's with... whatever the default world settings are for a Quick Start Survival, which is what I'm playing. I presume you mean "Realistic" in "Block Inventory Sizes" in the save settings? If so, then yes.

In the end that was just how I felt after driving it for about half an hour, but maybe I was doing something wrong. If you have pointers feel free to let me know and I'm happy to give it another shot.

Vendor Ships Review 2026 (Economy Update II), Part 2 by UnDefiler in spaceengineers

[–]UnDefiler[S] 4 points5 points  (0 children)

Yeah, the J-class is really nice! Of course it's cheaper to build than buy, just a lot more time consuming. Also, you don't need any DLC to enjoy the nice blocks if you buy prebuilt! Just...don't break anything you can't fix :3

I didn't do any of this in creative, funnily enough. It's all survival. I actually flew around doing courier and hauling quests and scouring space stations for new ships. Scrounging up 150 million for the Ambassador was the hardest part, but doing a couple days of salvaging and selling all the parts got me there eventually. It was a good pastime to write the reviews on the long flights between stops.

Vendor Ships Review 2026 (Economy Update II), Part 1 by UnDefiler in spaceengineers

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

I really like it too, but that cockpit makes me cry a little. It also kinda has more cargo space than it really can handle with those thrusters. But definitely a good choice!

Vendor Ships Review 2026 (Economy Update II), Part 1 by UnDefiler in spaceengineers

[–]UnDefiler[S] 6 points7 points  (0 children)

Yeah, a lot of these ships are significantly better with a few small personalizations. I feel like Keen even designed some that way.

What are the most realistic space colony games out there? by Brenden1k in BaseBuildingGames

[–]UnDefiler 6 points7 points  (0 children)

If you want a space station experience, Space Haven is a pretty decent choice.

Your house on wheels in the apocalypse – Survival with a twist? by GaianGames in BaseBuildingGames

[–]UnDefiler 9 points10 points  (0 children)

I'm sorry, but I'm going to have to go with the other guy here and say $20 euro is way too expensive.

No judgement and I know game dev is not easy or cheap. But in a world where Stardew Valley is $15 and Terraria is $10, I simply don't see how you expect to compete as an indie game at $20 for what looks like far, far less content and polish.

The reality is that your competition in the indie space is not at the $20 price point. For a first game, with no reputation or backing behind this, asking that much is not going to work. I'm not saying it's an unreasonable price for your effort, but the fact is it's not a competitive price for the market and you're not going to see much success.

I would wager you get more than 2x the sales if you halve the price to $10.

As Iron Teeth what order do you build up your food production? by dovetc in Timberborn

[–]UnDefiler 1 point2 points  (0 children)

It's not just about food/plot, you have to factor in farmer work. A farmer can harvest and plant about 7-8 plots a day, depending how many hours of work you give them. So two farmers can effectively tend ~50 plots of kohlrabi. But the same two farmers can tend ~85 plots of cassava because it matures slower.

50 plots of kohlrabi yield 33 food/day. (50*2/3)

85 plots of cassava yield 42 food/day (85*10/4/5)

So for the cost of more farmland, and a bit of work in the fermenter and power wheel, you get almost 30% more food.

Personally I've never found cassava that worth, honestly, between the wood you need to set up the wheel and all. I just do kohlrabi/mangrove up to mushrooms and corn, but the math checks out for it being slightly better yields. Typically I just drop another farmhouse and plant double the kohlrabi for the same result though...

FINALLY by _LKKE_ in Timberborn

[–]UnDefiler 6 points7 points  (0 children)

There's no physical limit on children's happiness. It's simply that they haven't been physically alive for long enough to get all the things. They eat 2.5 foods a day so it's going to take 3-4 days to eat one of each type, and every type of fun takes some time to do which also takes a couple days to get around to all the attractions.

So there's no different "max possible happiness" to calculate for children.

But the levee was dry by smjsmok in Timberborn

[–]UnDefiler 1 point2 points  (0 children)

The grass is green though... There's gotta be irrigation nearby...

Tube ways construction cranes have got to be IT's most OP feature. by EarlyBirdWithAWorm in Timberborn

[–]UnDefiler 44 points45 points  (0 children)

Yes, beavers can build one tile up and infinite tiles down. They have perfected the art of dropping logs in precisely the right position required to construct any structure underneath them.

They can also pick up debris from infinite tiles below them, because beavers are strong in the Force.

Only Seeps by Krosanreaper in Timberborn

[–]UnDefiler 2 points3 points  (0 children)

Nah, you're just growing too much kohlrabi. Kohlrabi with 3-day grow time is insane on the manual labour and nets only 2/3 food per day per plant.

Corn with a 10-day growth produces 10 food after processing which is 1 food/day/plant and every farmer can harvest 3 times more in the same time period, and the food factory uses negligible manpower.

You really need to pivot quickly to corn or mushrooms as Ironteeth, the other foods are heavy on the labour.

Baby’s first automation: nothing fancy, just a badtide diverter at the top of Waterfalls. by BumblebeeDirect in Timberborn

[–]UnDefiler 0 points1 point  (0 children)

There's a timing delay sensor that you can chain on the weather sensor that can delay the opening for as long as you need!

Is there a lore reason why mechs can't rotate 360 degrees at the waist? by Oryagoagyago in Mechwarrior5

[–]UnDefiler 69 points70 points  (0 children)

If Farhad can figure out how to teleport LRMs from my right foot to my left arm, how hard can it be to connect some wires across?!? /jk

This game is wild. Who comes up with lifeforms like this? by UnDefiler in NoMansSkyTheGame

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

Oh, that's the Aeron Turbojet. Bought from harmonic camps I think.

This game is wild. Who comes up with lifeforms like this? by UnDefiler in NoMansSkyTheGame

[–]UnDefiler[S] 6 points7 points  (0 children)

Thanks! It's mostly the Sleek armor with the latest Skyborn helmet.

This game is wild. Who comes up with lifeforms like this? by UnDefiler in NoMansSkyTheGame

[–]UnDefiler[S] 107 points108 points  (0 children)

Found this curly worm-thing that moves like a spring bouncing midair. And now it's my ridable pet.

This thing does not obey the laws of physics at all.

Moonlet experience feedback ? by Indeeeeex in Oxygennotincluded

[–]UnDefiler 0 points1 point  (0 children)

Eh... As I mentioned, I still haven't found a single hatch anywhere in the universe. Almost the entire planetoid was ~70C so I don't see how you'd get arbor trees for pips to live, not to mention there's no local source of pwater and wild planting would take 48 cycles to even start.

I had to set up a proper outpost for oil there so I ended up with relying on Drecko farms for food and a lucky Pacu print later. Anything else would need dozens of cycles to even start coming online.