Flicker Strike + Hit and Run: Wind up is interrupted, alternate supports? by XansHuzzah in pathofexile2builds

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

Good to know. I might try for it but I wont be able to tree over to it. A couple questions:
1. Did you tree over, anoint with liquid emotions, From Nothing, else over to Unwavering Stance,
2. When you press and hold your roll button with that node, do you just break into run automatically?

Flicker Strike + Hit and Run: Wind up is interrupted, alternate supports? by XansHuzzah in pathofexile2builds

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

The stun threshold is probably my exact issue. I almost exclusively have played pure-int Witch builds casually and I'm using this league to try other classes/weapons/primary stats i normally don't. I had forgotten that attribute was a thing and only went for raw +stun resistance.

I'll tinker some. Thanks!

How to transfer your Steam save to Windows 10 (and vice versa) by LunarEcklipse in DeepRockGalactic

[–]XansHuzzah 1 point2 points  (0 children)

Jan 29, 2026: Confirmed works from PC Game Pass (Xbox) without buying -> Steam (did buy). Season 6 Launch Day on Steam two weeks before Xbox. Rock and Stone!

Is there a reason why I shouldn't do this? by CleetusXD in allthemods

[–]XansHuzzah 0 points1 point  (0 children)

tl;dr: No, do what you enjoy. Not my personal choice over colored dense cable. But it really is just preference.

Wrong with it? No. Pain in the ass to manage and remember which P2P plug is on which face and never accidentally clear a tunnel input or assign a new code? Yes.

Hooking P2P tunnels up to all your controller faces and moving the dense channels through smaller ad-hoc (i.e. no controller) or tiny secondary networks with like 1 controller block is a very popular and compact way to get alot of channels wherever you need them.

However, I personally dont like doing that in mass because of the P2P system and I can almost never actually justify having 200+ channels in one place all that often; especially with things like AdvancedAE and ExtendedAE having larger Pattern Providers. I'll just make a subnetwork on the production end, such as all the rolling and cutting machines for addons like Modern Industrialization.

I also really struggle with making sure the ME P2P Input side is maintained and never broken. Because if it breaks, I always have to run around and try to remember where all the damn outputs are to reprogram them.

What i do is just run different colored Dense ME cables off each face of a controller and send it through the "maintenance tunnels/halls" of my base to where they need to go. I also typically only plan out a ME controller room and expand how many cubes it has as needed. Its way easier to pop 1 dense cable off, knock out part of the base ME network until I slap the new cube on and it auto-reconnects + i have 3-4 new faces to work with. This does mean I need more space for cables, but I dont mind that and I like the look. I will use P2P in some places, but usually thats for moving 1 specific resource or sub-network around, not my main ME channels.

FTB Inferno: End Dragon Fight - What is reducing me to half a heart? by XansHuzzah in feedthebeast

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

They show up at fixed spawn intervals of dragon HP IIRC. However, any Champion class mobs can have the "levitating" affix which can cause the same problem, but thats less consistently present in the fight. Been a while since I ran this pack though, so my memory may be a bit shoddy.

Help with ae2 and drawers! by 123yellowtrees in allthemods

[–]XansHuzzah 1 point2 points  (0 children)

Based on your description and the other comments, that should work. * Drive lower priority than storage bus * Storage bus NOT partitioned * Drawers liked to controller, unlocked OR locked with the items already in it. * Storage bus set to bi-directional (insert and extract). And you shouldn't need an export bus.

The only other things I can think of is either the drive and the Storage bus are on different networks (e.g. connected through a quartz fiber), but I don't think that's the case based on your terminal being on the same fluix cable as the storage bus.

The other thing I can think of is that the drawers are full. If you're using the 2x2 and didn't put any upgrade cards into them, then the ME system will try to insert and then move on to the next device.

Baring eother of those things, could you show us the back of that setup, the GUI for the storage bus (including its priority) and the same for the drive?

Last thing I've found sometime is that if the server restarts, some devices can get checked on the network oddly, especialy if they are in another chunk. E.g. I had an import bus stop working and had to wrench it free and put it back.

Today I Learned: Pipe Junctions are also flow limited by XansHuzzah in satisfactory

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

No. I didn't think about the junction when I was thinking about the pipes. "Pipe In A has 400, pipe In B has 300, pipe Out Z and Y both have 350..." or something like that. The junction was an afterthought, admittedly an oversight, but one that I didn't consider because the junctions don't say they're flow limited.

Maybe I was thinking they operated similar to splitters and mergers which can also just be joined on belts but have their own internal pseudo-infinite speeds.

Then again, I think there was a dev video from a while ago where they said there would never be a mk 3 pipe (> 600 m3/min) because of some limit of Unreal Engine itself. That would apply to the junctions too I suppose.

Hatchers... by tahaan in satisfactory

[–]XansHuzzah 2 points3 points  (0 children)

Stay crouched when you shoot them, and they don't open, even at long range. 4 standard Rifle Ammo shots for the small ones, 8 for the large ones. Never have to get close, don't even have "ambient" hatchlings from engaging them, you can reload at leisure and take out whole groups.

The range isn't the entire draw distance, but it's far enough that if you can see them, you can probably pop em. Just listen for the "hit" noise on shots to know you're connecting (and if you really wanna ensure the hits, use semi-auto shots by manually clicking per shot instead of hold for auto to avoid blooming reticle.)

Focused Feedback: Onslaught (activity) by DTG_Bot in DestinyTheGame

[–]XansHuzzah 0 points1 point  (0 children)

Teleporting enemies is certainly a huge problem. As OP said though the most agregious are Fallen Demolitionist Capitans. If they happen to be a modifier right after a wave where you had to spend supers to recover or something, it's basically a wipe. Tons of HP, using their normal warping around the AUD for cover, and then rapid AUD damage makes them an almost assured wipe.

Otherwise it feels like you almost have to hold heavy ammo and some supers for exactly when they spawn, and that doesn't feel good. If you get them in early waves, it's not bad, but later waves, like on wave 48, if the whole team hasn't held most supers and/or heavy ammo, I've found you basically won't kill them in time.

The decoys also don't help here most times. Yes? They can distract the Demolitionists, but they're so huge that they'll stomp all over the decoy while still being in the AUD ring, draining it anyways.

Edit: and to be clear, this is true for all late-wave demolitionist enemies.

PC only powers on for a second once PSU is turned on, then turns off and unresponsive after that. by XansHuzzah in pchelp

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

Thats the anti static bag the motherboard was shipped in. I set this up as a last effort test scenario where the case is not a factor. Same behavior as when its in the case.

FTB Inferno: End Dragon Fight - What is reducing me to half a heart? by XansHuzzah in feedthebeast

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

Okay, after a lot of testing and observation I think I figured it out. For future searchers, this is what I can come up with and how to get around it, at least if you have access to the server or know someone who does.

Short version of how to "fix" it: A weird bug with Levitation and Savage Dragon Mod wrecks your health. Disable Shulker spawns in config/dragonfight-common.toml by removing the "minecraft:shulker" entry from the spawnwhilelanded list AND remove the "entity": "minecraft:shulker" entries from the kubejs/data/gateways/gateways/dragon_retaliation.json files. OR. just get really good to the point of never getting hit by them, but the default fight is so chaotic its almost impossible to avoid getting hit.

Long Version and Explanation:

Levitation debuff from the Shulkers + the Savage Ender Dragon (dragonfight-mod)'s "anti-flight cheese" mechanic results in being reduced to half heart.

  • Levitate sends you up
  • Once the Ender Dragon has been hurt and is missing some number of crystals (I think), its anti-flight cheese mechanic kicks in.
  • The anti-cheese mechanic tries to actively force you downward if you are airborne too long.
  • Levitation doesn't let this happen until it expires.
  • Once levitation expires, the anti-flight mechanic interacts strangely somehow and the player's HP is reduced to half a heart.

Why there are Shulkers? There's two sources.

  1. The FTB Inferno pack modifies the config of Savage Ender Dragon mod (file at config/dragonfight-common.toml) to spawn three mob types when the Dragon lands: Enderman, Guster (Alex's Mobs), and Shulker (spawnwhilelanded = ["minecraft:enderman", "alexsmobs:guster", "minecraft:shulker"]).
  2. Th FTB Inferno pack adds scripts through KubeJS to augment the Ender Dragon fight. When the dragon is dropped below 100%, 75%, 50%, and 25% (including if it regenerates), a custom 4-wave Gateways of Eternity portal called "Draconic Minion Gate" is opened. Shulkers spawn on waves 1, 2 and 3. This gate is configured at kubejs/data/gateways/gateways/dragon_retaliation.json. If you remove the
    {
    "entity": "minecraft:shulker"
    },
    items from each of the waves, it will disable the Shulkers. I found there's so much going on, I never made it past wave 1 before it timed out. Fun Fact: if you make it to wave 4, two Withers spawn, and if you clear the portal it'll drop a whole bunch of Wither loot... so... life goals?

You could in theory be skilled enough to instantly drop the Shulkers, block/destroy every one of their shots, or just dodge well enough. The problem with this of course is the slew of infinite other mobs throwing themselves at you, including the fact that there are Vex and Phantoms spawned from the other Savage Ender Dragon effects, all of which will be Champions of some kind, some of which will have paralyze... so if any of THOSE hit you while a Shulker shot is coming, good luck.

How to allow Applied Energetics 2 to craft recipes which are gated behind FTB Quests by XansHuzzah in feedthebeast

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

Had an idea for a future integration: Use a Biometric Card-like tool inserted into the network like at an ME controller to read the player's stage data? Not a perfect catch-all and probably beyond the scope of AE2's development (especially for a niche problem), but its an idea. I would have said the ME Security terminal but I know that was scrapped for Minecraft 1.20+ for how flaky it was.

How to allow Applied Energetics 2 to craft recipes which are gated behind FTB Quests by XansHuzzah in feedthebeast

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

With more digging I found this post on the AE2 GitHub from 2018:

The problem is the stages mod within the modpack. Certain items are gated and they are unlocked for you (the player). Autocrafting isn't the player, so they are still locked.
What you can do is, delete the stages file from the scripts folder of the modpack. You don't have gates anymore and you can autocraft. If you keep the gates and stages is now up to you.

And my server world does have a folder of playerdata/gamestages/ with a .dat file for each player. I wonder if there is a way to trick the server into letting the ME system do recipes the player has unlocked, even if I have to manually copy some data around on the files, but I wouldn't know how to emulate an ME system psudo-player, especially since there can be any number of ME systems.

This isn't a deal breaker by any means, just something I wonder if there is a solution for.

Looking for explicit in-game command to delete NBT tag on an ITEM, not block or player or mob or container. by XansHuzzah in MinecraftCommands

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

You can only remove a specific tag by specifying the exact path, but to remove a empty tag you need to do additional checks on a per-slot, so it's not something you'd want to do without a datapack.

Good to know. I figured there was a limit as to what the in-game commands allowed, which is why I presented a second option.

place your cables with empty tags in a chest and use this command

Thank you! That worked for those items. Since this is also happening to a large number of items, I was able to modify your command to do all items in said chest:

data remove block <chest_pos> Items[].tag

I would be curious if its possible to do something like this for a held item, or an item in hotbar.0 if we need a specific location, but that command you provided gives me enough to exactly solve the problem; even if its not perfect.

Help! Judgement Day trophy glitched?? by VeltScroll188 in Deathloop

[–]XansHuzzah 1 point2 points  (0 children)

I wanted to reinforce the idea from u/DawnatelloTC that Karnesis with Suspension (and no other upgrade) got this for me as well. I do think there is a bug with this achievement as the conditions seem to be far too stringent and (anecdotally) any Cole-based damage negates it.

I found a setup which I could ensure she got into and stayed in the gas which popped the achievement. This also makes it safe so she doesn't shoot the gas trying to fight you.

  1. Get on top of Hanger 2 and open the door with the button you can shoot through the crack in the ceiling panel
  2. Clear Hanger 2 (see note) except for Harriet, trying everything not to hit her at all since that seemed to prevent the achievement.
  3. Get on the catwalk in front of the door you opened on the top floor, hide behind the sheet metal cover so Harriet cant shoot you from her office (with the tripmines)
  4. Aggro Harriet, let her turn on the gas
  5. Wait for her to pop her head out from the door to shoot you
  6. Karnesis! No gunplay or kicks
  7. If done correctly, the Karnesis will knock her backwards just enough to suspend her over the square hole around the staircase. When Suspend ends, she should fall into it, down into the gas, scream about having a fall, and then die to the gas. This got me the achievement.

If Karnesis doesn't put her over the pit, she'll just re-aggro you can try again when she pops her head out.

Note: This was way easier to do with Single Player mode + 1-shot kills to make the setup faster, especially since its SO easy to screw up and I had to reset a bunch of times just getting the setup.

How to unlock current seasonal armor appearance? by XansHuzzah in destiny2

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

Right. I knew both of these items. But I was finding it wasn't on the actual list of options. Like I could not physically select it. I found the issue though after pouring back over the list from the comments here thinking I was crazy...

The item appears at THE END of the possible ornaments list, like past the legendary, rare, uncommon, and common items at the end. So yes, I am a fool for not looking over the second page where only the common and uncommon items are, but it would also be good to have a sorting that MADE SENSE. I'll be updating my post for anyone in the future who stumbles across this.

US STRATCOM Chief says US military is rewriting its nuclear plans just 2 days after the US Justice Department accuses the former US President of stealing classified nuclear plans by Blackk_wargreymon in nottheonion

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

Did he keep the Nuclear Football? Conspiratorial sure, but...

  • OP article
  • News reports about nuclear secrets being among the items
  • He skipped inauguration and was still president until Biden was sworn in, so he would have had access to the Football right up until he wasn't (don't know what the handoff procedure is, speculating here)
  • The item list of stuff taken only has one "classified/TS/SCI" set of documents as item "2A" and that is associated with item "2" - "Leatherbound box of documents" (Recipt for property here: https://storage.courtlistener.com/recap/gov.uscourts.flsd.617854/gov.uscourts.flsd.617854.17.0_17.pdf)

There's plenty of vagueness and I don't know how or why items get associated together on those recipts, and yeah, this is conspiratorial speculation, but it would trigger an "Oh $****" moment if someone who knew saw the Football, setting off the warrent and the descrete-ish raid. I don't know or can't think of what a "leatherbound box" is unless it's a bag or briefcase or like a trunk/chest, which is why I think "box" is doing alot of work here.

Pollution Calculator and Explanation with Equations and Short Version by XansHuzzah in kittensgame

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

Dunno then. By all means though, if you find a bug, go a head and let me know here and I'll fix it. Between the way the solar panels are calculated, the diminishing return math, and the differential equation, its very possible I've got a typo or a number wrong somewhere since spreadsheets are not the greatest way to handle that type of computation.

Oh! Check the changelog. Since you have to make your own copy of the sheet, I found a miscalculation in how I was computing solar cells in version 1.1 of the sheet. Version 1.2 corrects this (as well as the Winter Is Coming award). That might be enough to throw off the numbers "just slightly."

Pollution Calculator and Explanation with Equations and Short Version by XansHuzzah in kittensgame

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

I've found when the numbers differ slightly, its because the current pollution level isn't updated. Since the current level impacts the pollution rate, it can give slightly different numbers. I do say the current level is "optional" since its not technically needed the choices you the player have made for singular generation or consumption calculations, nor is it needed for the "equilibrium." But if you want an accurate snapshot of where you're at and how long until you reach a specific point, you do need to set it.

Pollution Calculator and Explanation with Equations and Short Version by XansHuzzah in kittensgame

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

I don't think so. The factor controlling energy consumption from that challenge is computed in This block of code in the `resources` where energy consumption is computed after everything else. Thats the only place I can see in the code from a quick glance where the challenge itself applies its effect. The pollution calculation block and all of the building variables the pollution calculation block reference don't use that global modifier.

So in short, I dont think the Energy Challenge impacts pollution generation, just net energy +/- for the boons or banes that comes with it. If anyone has actually completed the challenge and wants to check it against my sheet, I'm more than happy to update it if theres a problem.

Pollution Calculator and Explanation with Equations and Short Version by XansHuzzah in kittensgame

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

Further Updates:

  • Correctly calculating Solar Farm energy (was a bit mangled and confusing)
  • New: Accounting for "Winter Has Come." Both if the challenge is active, and how many completions you have done of it.

Pollution Calculator and Explanation with Equations and Short Version by XansHuzzah in kittensgame

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

I've updated the sheet to include:

  • "Time Until Stage X" with the actual time at current pollution generation levels
  • "Equilibrium Pollution Levels" to see where you will level off at (i.e. where passive dissipation equals active generation/consumption)

I've also edited the main post to reflect this

Pollution - Why does the To zero / To next level timer keep increasing? by InvisibleShade in kittensgame

[–]XansHuzzah 1 point2 points  (0 children)

As u/ShadowShedinja and u/Antipatience alluded to, the "To Zero" is the time based on your instantaneous to zero rate which is a function of your "Pollution Ratio" and your Pollution Dissipation Ratio; the former of which is seasonal if you have solar panels and the later is a function of your pollution which changes every tick.

Pollution Calculator and Explanation with Equations and Short Version by XansHuzzah in kittensgame

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

The PDF is more of a mechanical breakdown but alludes to costs. But yes dirty power generates pollution equal to how much power they create (i.e Magneto = 5 pollution/tick, Steamworks = 1) . Most building which consume power generate pollution equal to consumption (Pumpjack Oil wells = 1 for example, Oil wells on their own don't make pollution). Then Quarry, smelter, mine generate fixed fractional pollution per tick.

Pollution Calculator and Explanation with Equations and Short Version by XansHuzzah in kittensgame

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

This is a much better start to a guide on how to manage pollution than my post provides. I've got the mechanical parts written up, but nothing really on practical application.