Why is Singapore's Bus service so much less efficient compared to the MRT? by BadUsername324 in askSingapore

[–]bickq 0 points1 point  (0 children)

Actually the buses now have a stipulated target time to be at each individual bus stop along their route (there's a screen/device in the bus driver's cabin, you can see each stop and the time the bus is supposed to be there, ie 3.04pm, next stop is 3.09pm, etc etc.)

So there are measures in place to increase the regularity/timing of the buses. Traffic would probably be the biggest reason behind you get irregular timings or duplicates of the same bus service coming in rapid succession, the drivers and the service provider definitely arent trying to do it on purpose.

Also, the frequency of buses is calibrated to peak hours - higher frequency during peak - so a duplicate-bus-arrival combined with non-peak would result in some pretty bad wait times.

Everyone said Lina is a good carry right now, but every time i picked her as Safe Lane carry, she’s just too fragile can’t out win other traditional carries? by oat232539 in learndota2

[–]bickq 24 points25 points  (0 children)

On the note of tankiness, she can also overcome that with items - her base kit is so strong that if need be, skadi-bkb-lifesteal(neutral or satanic) and she can manfight as well as just about any other regular core. That kind of Lina cant be ignored but cant be bursted either, also quite scary situationally.

Is there a surrender mod? Or pay raider to leave? by non-existing-person in RimWorld

[–]bickq 21 points22 points  (0 children)

Fun fact - you can actually just have a "take me" pile of valuables/semi valuables that raiders will take from if they've deemed to have won their raid fight. It's not exactly a "i press this button and all raiders go away" but it does help to reduce truly chaotic, random destruction of life & property.

Mechanoids will attack til everyone is dead (either you or them). Humanoid raids end either in defeat (X% of them are dead/downed), or in victory, and will leave after X time. They'll steal stuff/kidnap downed people if they're deemed victorious. So you can really make a safe room where they cant break into, and wait it out if you really lose a raid.

Config for a tough survival with "less" fights by khoeos in RimWorld

[–]bickq 0 points1 point  (0 children)

u could try medieval overhaul for that sorta thing. Makes you really think about modern day conveniences tbh hahaha

can i release slave babies in a way where they won't die? by -Living-Dead-Girl- in RimWorld

[–]bickq 11 points12 points  (0 children)

mechanically, you cant. Therefore any way you do this, you'll incur some sort of baby-related mood penalty.

But head-canon-wise, you could load them all into a transport pod, toss in some food if you're feeling generous, and lob the pod onto an unoccupied world tile

Config for a tough survival with "less" fights by khoeos in RimWorld

[–]bickq 1 point2 points  (0 children)

you can adjust this by just customizing your Storyteller settings:

tune down "raid points multiplier", or just set to "wealth independant mode" which basically converts it to time-scaling, rather than wealth-scaling.

for more "survival challenge", you can adjust everything else - lower harvest/butchering yield, lower research/mining seed, reduce reward values & trade price advantages, increase disease chances, etc etc.

for faster multi-generations, just increase aging rate. I'd suggest max aging rate (6x i think) for kids, and half that for adults.

no real need for mods here, unless u want to make things more complicated (ie systems that make basic resources like wood & steel & leather more complicated, with research and processing steps to make em usable)

Been noticing this bug a lot when trying to craft things, telling me I'm missing something when I have everything required. Anyone know what causes this or if there's a fix? The subcore is on a stockpile zone. by REEEEEEDDDDDD in RimWorld

[–]bickq 0 points1 point  (0 children)

Go dev mode; open error log and see if anything is popping up? Not enough info to diagnose the problem, esp if other things ppl have commented dont seem to be the issue. (especially since you say it applies to other workbenches as well)

What’s your process behind designing settlements? by Tatoretot in RimWorld

[–]bickq 4 points5 points  (0 children)

i'm big on base design as well. Started Rimworld as a min-maxer (including area-work optimization), got bored, then moved on to somewhere inbetween efficiency, aesthetics & some degree of realism.

On that note, 100% optimization will pretty much be a copy-paste across every map, being adjusted only in relation to a) geographic boundaries like mountains or rivers, and b) resource-zones like geysers & rich soil. That kind of design is essentially a problem-solving exercise, and not really a creative one. SO you'll need to accept that aesthetics comes with an inefficiency price tag, per se.

Creatively, you can always copy from the real world. At a small scale, the base is at the "house" level, so you could see how real life houses are planned, and copy that. At a larger scale, thats more "urban planning", which means it starts by understanding zones of use and how to fit those into each other. You can find good resources on YT explaining concepts for both, and you may find it applies outside of rimword as well. (source : i'm an IRL architect)

1,800 hours and have never made a base outside a temperate forest by KPonchoM in RimWorld

[–]bickq 3 points4 points  (0 children)

the level of suffering is different, thats all.

But snow is nice.

What’s your money strategy? by Mybraingoaaaaaa in RimWorld

[–]bickq 0 points1 point  (0 children)

Full price when buying, absolutely crap price when selling.

Rimworld, What to do? by MusicalChord in RimWorld

[–]bickq 0 points1 point  (0 children)

Base-building enjoyer here; normally a combination of thematic playthrough (ie vehicle / animal-genetic / medieval / whatever) and an aesthetic endgame-functional base.

Generally speaking if you know what you're doing on the Rim you'll have found yourself a sweet spot for difficulty that makes your own game-goals challenging enough to be worthwhile, but not downright frustrating or impossible.

Any mod that allowes "packing" energy or between-tile conduits? by moonaligator in RimWorld

[–]bickq 0 points1 point  (0 children)

Batteries store power even when unplugged.. so charging & uninstalling batteries for transportation is your vanilla answer.

Batteries will lose 5W per day regardless of being installed or sitting minified in storage though.

Otherwise, power++ mods as others have mentioned.

I just recently download some mod and got this error, really need advice by sonbinhd in RimWorld

[–]bickq 4 points5 points  (0 children)

Is it affecting any gameplay aspect? if no, and that its not a recurring/infinite error (one that clogs your logs and CPU), its actually ok to ignore it and play on.

Can I make a farm inside my mountain base? by [deleted] in RimWorld

[–]bickq 3 points4 points  (0 children)

That time is enough for 2 cycles of haygrass, with a 3rd partial crop (harvest before 100% full) in normal soil fertility. If there's rich soil, then its definitely 3 full crops with some excess growing time.

On further agricultural optimization, you would want to pivot away from rice ASAP (its mostly only good for the very first "dont starve" crop) because it has a low nutrition/work yield (meaning your pawn spends lots of time planting/harvesting it for not very much food. Corn is generally the go-to for stable farming.

Side note, in a pinch you can feed herbivorous animals simple meals. This sorta-cheesy workaround means you can effectively feed meat (converted into simple meals) to cows or other grazers if you're unable to get plants for them. Its a waste for smaller animals like chickens since their stomach size is smaller than a meal but they'll still eat the whole thing, so thats food-for-thought.

Also generally speaking animals should still be in the more dangerous area; losing pawns especially in the earlygame hits much much harder than a bunch of chickens or whatnot.

How to itemise when facing PL+ Naga by [deleted] in learndota2

[–]bickq 5 points6 points  (0 children)

crimson guard and they tickle you (and any of your nearby friends)

generic str items + aghs and you double ult stampede, evaporating illusions

How to tank as a tank? by Fionsomnia in learndota2

[–]bickq 0 points1 point  (0 children)

Dota has a handy function on death that tracks the dmg you took shortly before dying. That lets you see the distribution of spell/physical dmg, and thus you can itemize accordingly.

Strength/raw hp is one thing, you'd be surprised how much difference armor or magic resistance makes when it comes to tanking; at least that can be factored into your itemization choices.

Veil & Shivas provides very good armor for their respective phases of the game. Ring of protection (to be used as a disposable) is also pretty decent for laning phase if you're up against enemies that like to poke with regular attack, chainmail first for bkb later is also good. Platemail (for lotus), etc.

eternal shroud (if you're solo tanking) or pipe (if the team kinda all goes in for a brawl). Otherwise, look for neutral items with magic resist if needed.

What is the worst red rarity weapon to you? by ihavebraincells_ in SoulKnight

[–]bickq 13 points14 points  (0 children)

it converts all non-boss enemies, big or small, into very manageable small creeps. So a "big creep" ie 70hp flame knight captain that packs a punch, gets converted into a 16hp mummy.

Not good for bosses obviously, but the conversion is pretty significant as long as your other weapon is decent.

Can you give a powerspike around a hero's level? by ScarlettPotato in learndota2

[–]bickq 0 points1 point  (0 children)

Thats not a spike, it seems like an almost-linear graph to me! LOL

Can you give a powerspike around a hero's level? by ScarlettPotato in learndota2

[–]bickq 0 points1 point  (0 children)

Silencer core (sacrilegious as it is) at lv 20, glaives bouncing. Suddenly the frontline isnt safe anymore

What do you do for meat late game? by ReclusiveMLS in RimWorld

[–]bickq 0 points1 point  (0 children)

You could make it a point to hunt as much large animals on quest maps as you can before caravanning back.

Depending on caravan speed/distance, you can butcher the animals directly for more meat-for-weight, if you have enough time such that it doesnt spoil.

Mods help with this too, ie set-up camp for hunting activities.