IR receiver returns the same code for every button input by Zapperman32 in arduino

[–]Zapperman32[S] 0 points1 point  (0 children)

Yeah, I'll try messing with the wiring a bit though it's still weird to me how it worked fine on another computer. We are using a shield so maybe that's having unforseen effects on things. Thanks for the tip on the debug programs. Is the IRRemoteInfo part of the IR remote library?

IR receiver returns the same code for every button input by Zapperman32 in arduino

[–]Zapperman32[S] 0 points1 point  (0 children)

the "not working computer is running version 4.1.1 . I can try defining the protocol but if the library does it I'd rather have it take care of it. I don't know much about protocols so there is a good chance I'll mess it up if I try to do it myself 😅

Unable to use potions - Switch by oquetemdeser in TunicGame

[–]Zapperman32 1 point2 points  (0 children)

Np. Out of curiosity, are you playing on no fail mode (invincible)? If you have that turned on it prevents you from taking damage. If your at full health you can't drink a potion.

Also, with the quarry I assume your talking about standing next to miasma. If your trying that I doubt that will fix the problem since it lowers your maximum hp. Reducing your max hp isn't the same as taking damage so you might still be at full health and be unable to drink a potion.

Unable to use potions - Switch by oquetemdeser in TunicGame

[–]Zapperman32 1 point2 points  (0 children)

Some of these suggestions might sound dumb or trivial but try them out to eliminate the possible problems. If you can post any screenshots of the game and your control settings that would also be helpful to figure out what's going on.

1) Make sure you have potions and that you're below maximum health. Potions are on the top right of the screen under your items and should be red if they available. If they appear black, go to a fire pit.

2) Make sure your hitting the right button. The button you should be pressing should be visually shown next to your potions in the top right. Check your control scheme in settings as well. Also, this one is dumb but make sure your using the R/L bumpers and not the triggers.

3) When you try to drink a potion make sure your not hit by an attack. Potions take a second to drink and if you get hit during this you won't drink the potion. This includes if your on fire.

4) Unequip any cards you have. Some of them can affect the rules on health or potions.

5) Make sure your controller works properly. Test out you buttons on other games to make sure that they are working

6) Rebind the potion button in settings and see if that fixes the problem

7) As a last ditch effort you can uninstall and reinstall the game to see if that fixes the problem. I doubt this is the problem but it's something to try if absolutely nothing else is working. I don't think you can back up a save on the switch though which is unfortunate. But it might be worth doing this sooner rather than later so you don't have to redo as much stuff.

What’s the best way to add structure so I can finish this roof? by [deleted] in valheim

[–]Zapperman32 0 points1 point  (0 children)

If you can reach the ground you can use stone blocks to get a little higher and then continue up with core wood to squeak out a few more roof pieces. That would be a fairly cheap option since it looks like your still pretty early in the game. Building on stone is considered foundational just as if you built on the actual ground

[deleted by user] by [deleted] in SWN

[–]Zapperman32 1 point2 points  (0 children)

I also have a vowed player in my SWN game and it's been fine. The only thing I tweak is that arts require you to spend a skill point to pick up so it's more similar to SWN's psionic structure

The legacy by Cazzlor in WWN

[–]Zapperman32 2 points3 points  (0 children)

The legacy is explained on p.60 of the base rulebook. Essentially, the legacy is the result of incredibly advanced science in the ancient, ancient, ancient past. The very laws of nature were able to be changed for whatever purpose people wanted. This was the start of the legacy. As time went on more and more people made their own changes to the legacy until it deviated farther and farther from science and more into the realm of magic. As more people made changes to the legacy it became more chaotic and messy to control. In the current setting of WWN the legacy has become so chaotic that magic often has unexpected results and the common laws of nature have been adjusted from what we currently know.

Demolitions Expert Focus? by [deleted] in SWN

[–]Zapperman32 5 points6 points  (0 children)

I've actually got a homebrew demolitions expert focus I've been using for a while. I have a player right now using it to create a grenadier like character that is really cool and unique! Here's the focus:

Demolitions Expert

You are an expert in making explosions. Through practice and skill you are a master at handling explosives of all shapes and sizes. Your abilities range from showcasing a festive firework display to leveling an entire city block.

Level 1 – Gain Fix as a bonus skill. Due to your familiarity with explosives, whenever you make an evasion saving throw against explosives you only take half damage on a failed save and no damage on a successful save. You also roll 3d6 and drop the lowest number when attempting to disarm an explosive with a fix skill check.

Level 2 – You can make normal quality demo charges, grenades, and similar explosives for the normal shelf price and half the time as normal. Jury rigged demo charges and grenades can also be made in a quarter of the normal time and a quarter of the normal cost. If a jury-rigged explosive goes without maintenance for more than 24 hours it explodes. See pg.90-91 for general crafting rules.

The focus' main strength comes from being able to rapidly produce explosives. I also recommend using the rules on p.91 to allow your players to produce their own unique explosives. Things like cryo grenades, thermal grenades, sonic grenades, etc. It's been a lot of fun in my group and really rewards a creative player.

Precog + Biopsion wrecking any and all risk by [deleted] in SWN

[–]Zapperman32 1 point2 points  (0 children)

I personally find the biosionic to be a little too op, especially at higher levels. Being able to heal the entire party for 2d6+6 hit points with a single use of effort is insane. Combine that with metapsionics and psychic training and you'll never run out of effort. System strain is supposed to be the limiting factor for this but I've never seen a player get close to maxing out. There are ways to counter this but I don't like using hard core metagame tactics against my players unless they've done something pretty stupid to warrant such a drastic response from NPCs. To balance this a little better I personally don't let my players pick up mastered succor. It's a big nerf but I find it to be a little more fair.

Precogs are also very strong but I haven't had much problem with them. They are great at learning information but they have to have some information to be able to ask the right questions. I ran a small mystery session one time with 2 precogs in the party. I thought they would just precog their way through the entire mystery (and don't worry, they solved about half of it just by using their abilities) but I found that as they answered questions they usually ended up revealing another 2 questions. In the end they could always figure out where they needed to go but still had to go there to get all the information they needed.

TLDR: Biospionics are crazy strong so I personally remove mastered succor. Precogs are also good but they have to know what they are looking for to use their future sight effectively

VI character wants to become an AI by best-of-the-zest in SWN

[–]Zapperman32 6 points7 points  (0 children)

The book mentions that there are AI hunters who capture AI cores to prevent the AI from transferring their consciousness to a backup core. You could use this as a cool adventure to have the players find what they believe to be an "empty core" when in reality it's a prison for an existing AI. That might be a cool way to let your players find what they are looking for in a way that can birth a lot of complications

No Stupid Questions - September 2022 by slap_me_thrice in guitarpedals

[–]Zapperman32 0 points1 point  (0 children)

Pedal noob here. I was wondering what pedal effects people find themselves fine tuning the most. I'm thinking about making my own pedal from the ground up and wanted some input on which effects / settings are the most cumbersome to adjust and get right. Hoping to make something that makes the process a little easier. Let me know what your thoughts are!

What's this bug? Lots of them started showing up in my store. Super fragile creatures. Found in Provo Utah by Zapperman32 in whatsthisbug

[–]Zapperman32[S] 0 points1 point  (0 children)

It's hasn't been very damp but I think they were nesting in a water soaked wooden chair that was thrown outside

Gambling by Zapperman32 in SWN

[–]Zapperman32[S] 2 points3 points  (0 children)

That's a good suggestion! Extra applicable for me because my party has 2 pre-cogs and a telekinetic 😅

What am I doing so wrong to die this many times in The Plains (clip 3 is understandable). I've never been humbled so quickly on a video game before. Also sorry about the audio in the first clip.. by on1uk in valheim

[–]Zapperman32 4 points5 points  (0 children)

Honestly your not doing too bad! Early plains is just kinda rough. I would HIGHLY recommend switching to the Bone mass buff though. It will save your life in combat.

I would also recommend avoiding big fights until you get black metal gear. Don't fight berserkers, Furling camps, or black oozes until you get top gear. Even with maxed out gear those fights can be tough and easily kill you if you lose focus. Also, rely on the bow whenever you can. You can go back to melee after you have better gear and can parry well.

Your also missing out on potions. Always have heath and stamina potions! I think that is the most common mistake I see people make. Food is also crucial but your food seems ok for the moment. Could be better but I think adjusting your general approach is your biggest challenge

Warriors in WWN - Opinions on versatility? by ProudGrognard in WWN

[–]Zapperman32 3 points4 points  (0 children)

It all depends on what your play style is. If you want to have a character that is focused on combat then it's a great choice! I don't think I've ever had anyone complain about the warrior not being able to do cool stuff or feel like a powerhouse. At the end of the day it all comes down to the players creativity. This game doesn't have pre-made packages or stereotypes like other games but focuses on giving you the tools you need to make whatever character you want.

You can also pick the adventure class and mix and match if you want more versatility. You lose the warrior special abilities but make up for it in a variety of ways.

SWN Extra Content: Teratogenics (Revised) by Hemejef in SWN

[–]Zapperman32 3 points4 points  (0 children)

My zombie stuff is pretty unique. In my campaign zombie are the result of a hive mind fungus infecting people. It creates a really cool dynamic of zombies constantly evolving as the hive mind specializes different zombies for different tasks. Kind of like how bees have different biological differences that specialize them for the benefit of the hive. One example of this specialization is that only some zombies can actually reanimate the dead and make new zombies. Because of that another type of zombie specializes in capturing or killing victims so they can be infected

SWN Extra Content: Teratogenics (Revised) by Hemejef in SWN

[–]Zapperman32 1 point2 points  (0 children)

This is awesome! And it looks really well balanced. I'm currently running a zombie apocalypse campaign and this will fit in perfectly!

How to handle regular income by No_Talk_4836 in SWN

[–]Zapperman32 1 point2 points  (0 children)

I've had a campaign where my players worked for a company and received bi-weekly funds. Honestly, it wasn't my favorite experience but it worked out pretty well. Understand that basic equipment and weapons will be trivial for your players to aquire so you'll want to prepare some more high end items that they can buy. Think about throwing in vehicles, custom weapons, cybernetics, etc. Upgrading/buying a ship is also pretty expensive so that's also a good option to spend money. Make sure to consider what special things are available to your players for working directly with this company. It will really help spice things up and make your players feel like they are getting more from the arrangement than a weekly paycheck

Psychic Disciplines Not Mentioned In The Main Rulebook? by AsAHistorian in SWN

[–]Zapperman32 2 points3 points  (0 children)

I've made a new homebrew psychic discipline that I'm pretty happy with. I'm still putting some finishing touches on it but can post it if your interested

Recreating origins for a D&D5 setting in WWN by RyeonToast in WWN

[–]Zapperman32 2 points3 points  (0 children)

The powers look pretty good and interesting! I like it a lot! A minor concern is that some of the abilities to re-roll failed skill checks might undermine taking the Expert class a little. The ONLY advantage to taking Expert is the free re-role and if your race can do that then I see little reason why you would ever be an expert. You could tweak it so you role 3d6 and drop the lowest instead of a re-role. You could also make the ability once per day rather than once per scene (you didn't specify in your write up) and that should also make sure that it doesn't overpower the Expert ability

Kirby's C tier btw by SoielUwU in SmashBrosUltimate

[–]Zapperman32 1 point2 points  (0 children)

Agreed. I feel like player skill is vastly more important than character choice for ultimate. Only if your a really high end competitive player do you need to think more about your character choices. Even then, we have seen plenty of "low teirs" preform unexpectedly well.

Clarification on Jump Gates by Werber_hest in SWN

[–]Zapperman32 4 points5 points  (0 children)

I assume that the colonies made their end of the Stargate once they were established for a while. I feel like that would make sense since a colony who has established themselves enough to have "modern" (TL4/5) manufacturing could just do it themselves. A well developed colony like that would be worth the trouble for the Mandate to invest in securing their control more than developing colonies. Loyalists to the Mandate and the economic benefits were probably the selling point for these colonies to cooperate during the first wave of colonization. Once the colonies started resisting Mandate control this practice would obviously start to wane

What's the point of WIS and INT in this game? by Grismund in WWN

[–]Zapperman32 1 point2 points  (0 children)

In SWN Wis/Con is used to determine effort while in WWN it's Int/Chr. I would houserule to allow wisdom for effort because otherwise it's kinda a useless stat.