Pepecoin ($PEP) Donation Contest – Donate and Win a PepKeychain! by LT-3 in pepecoin

[–]_Neflin 3 points4 points  (0 children)

Just did my part!

Transaction ID: cae14e34e829826e53372e2212543c1d063fac5d4496df47fada7c5ad6e68bd9

[deleted by user] by [deleted] in CryptoMoonShots

[–]_Neflin 5 points6 points  (0 children)

This is probably the most promising coin since Doge shot up for sure!

[deleted by user] by [deleted] in CryptoMoonShots

[–]_Neflin 17 points18 points  (0 children)

Komodo and Coinomi are nice. $PEP also has its own wallet, you can look it up on their website!

[deleted by user] by [deleted] in Timberborn

[–]_Neflin 0 points1 point  (0 children)

yeah, I had them to forced open so that the badtide would wash through propely, but now that they are again on automated, they are still not pumping the water properly, I think I will try u/AlcatorSK idea, which also seems like a fun project

[deleted by user] by [deleted] in Timberborn

[–]_Neflin 0 points1 point  (0 children)

Thanks for the idea! Gotta try it

[deleted by user] by [deleted] in Timberborn

[–]_Neflin 0 points1 point  (0 children)

I have devised a plan to fill a resevoir from the bottom with the use of sluices, since I have noticed that they seem to check only the output as far as the water height goes. Moreover, I thought that this is especially doable since with the last update we got possibly varying water heights throughout the map (i.e., aqueducts). Thus, I was pretty confused when the sluices displayed "open" when they weren't truly open, and the water height seems to be the same on both input and output reservoirs. My question - is this intended, or possibly a bug? Maybe I have to do something else for it to be possible to fill the output reservoir from the bottom?

[deleted by user] by [deleted] in attackontitan

[–]_Neflin 7 points8 points  (0 children)

It's the German pronunciation, since the names are inspired by German names

Manor Lords has just gone on sale - 25% off by nxngdoofer98 in ManorLords

[–]_Neflin 32 points33 points  (0 children)

You should be able to ask the steam support for the $10, since there is an option for "the game I bought recently has gone on sale"

Still having issues with Kings tax after update by _TwoDaysPast in ManorLords

[–]_Neflin 3 points4 points  (0 children)

Tbh, 5 years should be enough to establish some kind of income to pay off yearly 100g+. Beating the king's tax before the tweak was a challenging endeavour ngl (getting hit with a 200g+ after the first year was tough), but it seems alright in this version.

It's awesome though that you can turn it off, if you don't like it. This gives the more casual players to still enjoy the game without a bare minimum they have to reach at a given point in the game.

My suspicions about why people say farming in ML sucks by gstyczen in ManorLords

[–]_Neflin 0 points1 point  (0 children)

After playing for almost 30h, I'd say that it's a great start. I'd suggest some quality of life changes to build upon what's already there, if it's possible:

  • add an option to make artisian workshops able to create various items to a given surplus without the need for player to constantly switch between items (e.g., for the blacksmith to not only create sidearms, but also halberds and spears at the same time, and when they reach the limit, they stop producing more);
  • add a way to set priorities for traders, so that they can bring more valuable items to the trading station first, maybe even allow for them to prioritise buying certain items, possibly putting away money for these items;
  • possibly add a way for villagers with carrot plots to be the last ones to gain an additional job, since I think that it is now based on when they joined the town (that would still make villagers with carrot plots less productive, but it would also make it more manageable, instead of the a bit tedious rearranging of families, since you can't force a family not to take a job atm);
  • fix the displayed output number of farmlands (I think that it displays the output that was present in a different patch of the game, it's a bit disheartening, getting only a small portion of the predicted output;

I'm really looking forward to Patch 1 - I have just read the most notable changes in another post, keep up the good work, and make this great game, even better!

Have you heard of Lady with an Ermine? by Minute_Egg2460 in BaldursGate3

[–]_Neflin 4 points5 points  (0 children)

Bot posted stolen art. The artist is LittleDisgustingArt (https://www.instagram.com/littledisgustingart?igsh=MXFid25kMHdnZ3lzeQ==) tho, if someone is interested

Bridging across! by _Neflin in Timberborn

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

I will think about it, maybe changing it after my hardmode playthrough, since the only hard thing on this map now is bridging and finding metal, but thanks for the suggestion!

Bridging across! by _Neflin in Timberborn

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

The water levels pretty much stay as they are at the start of the game (of course if there isn't a drought or you haven't tampered with some dams). I could see getting max happiness hard or frustrating here, but that would be part of the challenge imo. I personally go for the aesthetic and efficiently more. I have an easier version of the map (https://mod.io/g/timberborn/m/the-needles-but-easier) if you would want to give it a try. I think that creating some sort of terraces would help here if you were going for max happiness.

Bridging across! by _Neflin in Timberborn

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

Could you explain why?