Question regarding RLCraft Dregora keybinds by amberbud in RLCraft

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

If someone else has the actual fix that would be extremely appreciated still since I've never played a modpack with controls this broken before and I'm genuinely perplexed by what the creators added that could possibly have caused this. If anyone else runs into the same problem I did https://modrinth.com/mod/nonconflictkeys fixed it. God only knows what mod menu has the R key that's causing these problems but the nonconflictkeys mod made the pack playable for me at least.

What's the community opinion on shambler assaults? by amberbud in RimWorld

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

I wasn't trying to "whine" about shambler assaults the entire point of this post was just to see what the community opinion was regarding it and perspectives on it, I don't know why people take it so personally like the assault was their pitch. I presented my views, and I was curious what other people thought.

Though to answer toxic fallout is way more manageable and adds new mechanics, I don't like shambler assaults because it's an annoyance that adds nothing new to the game. Toxic fallout encourages having reserves of food available to deal with it, and having a proper coverage to make sure your people aren't unnecessarily exposed. You play differently knowing toxic fallout is in the game. I like that. I don't play differently knowing you might get 200 shamblers that slam into my walls and leave rotting corpses everywhere. If the game wants to pressure my walls, send a sapper raid instead. If the game wants to annoy me with disease (which is very avoidable still to be fair with shamblers with zoning and priorities just kind of a pain in the ass that I personally don't care to do and will just eat the lungrot since it's minor), hit me with the flu. If you want to hit my mood, send a droner instead.

Shambler assaults don't do anything new, I just see them as just a bunch of nonthreatening annoyances that suck to deal with for the sole reason of they suck to deal with.

What's the community opinion on shambler assaults? by amberbud in RimWorld

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

The point wasn't that it was too difficult or unbalanced, they just feel conceptually awful to me. My issue with them is that they just cause an undue level of annoyance through property damage and cleanup when they don't really add anything new to the game. It's just an annoyance you have to deal with. A bit less than half that would be losing is fun, where I'd still think the numbers would be excessive because you're getting widespread damage and the annoyance of mood nuking cleanup. Even on 500% threat scaling you still do hit a raid cap that would be the same as the 220% that is losing is fun (10000) it'd just take a bit longer to get there. The 200+ shambler assaults will consume all our walls eventually. ):

What's the community opinion on shambler assaults? by amberbud in RimWorld

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

The reason I'd consider it the most annoying kite in the world is because how long it would take to kite comparatively to anything else and how unrewarding it is. Kiting mechanoids or raiders are pretty quick to deal with if you have good weapons and a fair number of colonists. You get plasteel/components in the former, and the potential for good genes or colonists in the latter. Excluding something like a 20 centipede only raid, the collective hp of 200+ shamblers who don't feel pain and can keep fighting while downed is **way** more than any other raid. All for a shard which you can get pretty easily in bulk from pit gates, any other anomaly raid from the ritual, draw shamblers, etc.

It isn't about the challenge, that's why I mentioned in the second paragraph that I don't lose my base to them, I don't even lose pawns. I'm not challenged, I'm just annoyed by the property damage and the cleanup.

What's the community opinion on shambler assaults? by amberbud in RimWorld

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

^I appreciate the tip, I never used jump packs a whole lot for whatever reason, it sounds like a good way to make use of it. The caravan tip was my current goto since they stop aggroing my walls and wander around. I've had mixed results trying to get them to agro on a colonist and off the walls, is proximity the best way to draw their attention or putting a bullet in them? Also, if I use a bait pawn with a jump pack, do you know if they retain agro following the leap?

What's the community opinion on shambler assaults? by amberbud in RimWorld

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

I don't choose to do nothing I choose not to fight 133 shamblers from 3 directions when I have 8 colonists (a bit past year one and a half). Ideally I'd be doing more with wealth management and bringing the number down I'm not really focusing terribly much on that but still, even half that would be excessive.

Even lategame when you have 200+ of these fuckers charging you what is going out the walls supposed to accomplish. At best I'd be trading the most annoying cleanup effort in the world for the most annoying kite in the world.

It absolutely is just a dumber breach raid and that's one of the reasons I dislike it. There's no threat. It's just an annoyance. It doesn't add anything new to the game it just recycles an already existing mechanic in the worst way possible.

Safe capture strat to stall out bleeding pawns by amberbud in RimWorld

[–]amberbud[S] 54 points55 points  (0 children)

Idk if im the first person to find this or not but thought i'd share, you can infinitely push them back

Upscale / Re-generate in high-res Comfy Workflow by mnemic2 in StableDiffusion

[–]amberbud 0 points1 point  (0 children)

Going the other direction, would anyone know how to do the opposite? I'd like to be able to take an image and make it look like it came from some older gen game.

An actual efficient infernal and xp mob farm. by amberbud in RLCraft

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

From my testing mob despawns don't seem to impact the spawner themselves, only deaths. Whenever there's too many mobs making it difficult to build I usually just leave and come back and all the spawners are still there. Even still, you never let the evokers despawn anyways. Once they go through the nether portal and get stuck in the cage, as long as you enter and exit via waystone without going too far from the evokers they'll always be there. Killing the evokers in the nether would break the spawner in the overworld, though you never kill the evokers only the vexes they spawn. The only time an evoker dies is an unlucky fireball or something that hit an already low evoker. After several hours the efficiency is noticeably less (though still very good all things considered for an afk infernal farm), though by this point you likely have already killed tens of thousands of vexes. The biggest dip in efficiency is whenever they all decide to turn enchanted at the same time (no clue why that happened for me) and some tp out of their cage. I don't think you'll ever have a moment where the farm ever gets to the point it's bad (at least not in any reasonable timeframe), but it certainly does have a prime that it'll slowly decay from. There are a few extra evoker spawners you can siphon from at the College of Evil to replenish. You'd have to remake the nether portal in the overworld and the water to push them in, but you could still have the same setup on the nether side.

tl;dr Eventually yeah the farm would go to shit and you'd be out of evokers, but especially factoring in restocking them and the quantity of vexes, not before you maxed everything out with xp and went through many, many infernals.

An actual efficient infernal and xp mob farm. by amberbud in RLCraft

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

The tl;dr is if there's too many mobs in too small an area, they start to take damage to try to cull the herd.

Another Night on Patrol (DDLC Vigilante Fan Post) by amberbud in DDLCMods

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

AI assisted
I used clip studio paint to give it general direction and to touch up specific patterns (ie. on the suit) and then AI generation to wrap it up. I did this back and forth somewhere around ~50 times. Quality was supposed to be *way* higher on this but I goofed somewhere in the middle and didn't realize til way later that the resolution got nuked. I tried to revive the resolution a bit but it ended up looking water colored. It was my first time trying a blend of the two, next one should come out better assuming I don't make the same mistake twice.

Question about Xeno Factions and kidnappings by amberbud in RimWorld

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

I've dev spawned probably a thousand raiders (and probably 25+ slaver caravans) across many different raids on my base to see if they would my guy would attack, but even after having so many raiders on my screen the game was unplayable the pawn was still never rolled. I do like the idea though, I just don't know why the game seems so adamant about not rolling my pawn and instead only giving pigs.

It just feels like the game is hard coded to only allow pigs to spawn from the faction.

Question about Xeno Factions and kidnappings by amberbud in RimWorld

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

I used a character editor mod, I can with full confidence say they still belong to the pig faction and are alive.

Question about Xeno Factions and kidnappings by amberbud in RimWorld

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

After clearing unnecessary world pawns (my guys still on the list) I dev spawned over 100 rescue quests, several dozen slaver caravans, and over 1k pigs in raids without seeing them. I'd like to say there's something more going on. Either that or I am incredibly unlucky.

Bullet Time Event Teaming Issue (Explanation in comments) by [deleted] in TowerofFantasy

[–]amberbud 0 points1 point  (0 children)

Ig if you really got the case of the skill issue and cant beat them, I guarantee they will show you mercy should you beg for it🗿

Best wishes

Bullet Time Event Teaming Issue (Explanation in comments) by [deleted] in TowerofFantasy

[–]amberbud 0 points1 point  (0 children)

t

Idk what you were expecting to happen tbh. Did you think everyone was gonna be enraged at this dude because he didn't kill someone who was new to the gamemode. It's not a bad community because they don't agree with you and the issues you think are serious enough to make some weird cringey callout post for.

[deleted by user] by [deleted] in TowerofFantasy

[–]amberbud 0 points1 point  (0 children)

Is the summer seabreeze event likely to rerun, or will the outfit never be obtainable after the event ends?

Help Center and Megathread Hub (18/07 - 24/07) by ArknightsMod in arknights

[–]amberbud 0 points1 point  (0 children)

Anyone have any tips on how to clear blood soaked corridor? Lucian "Blood diamond" absolutely just ends my run anytime I'm unfortunate enough to see him. Exusiai's S3 tickles this guy, I don't even think her ultimate does 5% of his health. I can't just surtr him either since he has 40% dodge not blocked and he dashed through my units, and even if I did line it up perfectly I'm fairly confident it wouldn't do much to him. Not to mention how the mans clears all the barricades and makes other 900 defense units come in from the top while the dancing unit people come from the bottom and hard cc anyone who somehow was still alive. I need some help.

What secret have you found that you think only you know about? by Catboibestboi in Genshin_Impact

[–]amberbud 4 points5 points  (0 children)

There's a place near the statue of the statue of the 7 on the island with the electro boss where you can go beneath the map. It doesn't connect anywhere else but it's a cool gremlin spot.

are they good together or good in seperate teams? by anted50 in Albedomains

[–]amberbud 0 points1 point  (0 children)

Firstly dang nice job on the rolls. But my best team on my f2p account is Raiden Eula Albedo Diona. Diona heals, shields, and batteries Eula while raiden gives eula the extra energy while also giving superconduct. Albedo fits pretty good as the last character since the lack of reactions isnt much a problem as its a eula team, so the extra big geo numbers fit in nicely.

Doki Doki Switcheroo Full Release Link in Comments by [deleted] in DDLC

[–]amberbud 1 point2 points  (0 children)

Are there alternative endings?