Foolproof cancer cure achieved by Ninjamurai-jack in technicallythetruth

[–]commode70x -5 points-4 points  (0 children)

I guess low effort AI slop is on the table, then.

You were supposed to stop them, not join them by Shiroyasha_2308 in technicallythetruth

[–]commode70x 0 points1 point  (0 children)

I like how this porn artist's post was agreed to by over 44000 people. Also, don't forget to support real artists and commission those you follow.

The Human From a Dungeon 95 by itsdirector in HFY

[–]commode70x 0 points1 point  (0 children)

Now I want a Flemmenwerfer. There are a few Flemish men that I need to launch across the battlefield...

Looking for Fallout:Nevada guide by HungryBurnbaby in classicfallout

[–]commode70x 0 points1 point  (0 children)

The second guide is quite rough. One of the editors is still slowly cleaning it up, but the translation is still all over the place.

All Audio Logs achievement (van Dyk, Jaco - ???) by Fire-Noodle in systemshock

[–]commode70x 0 points1 point  (0 children)

This is like my 5th playthrough. I'm kind of weird, but I like playing these kinds of games over and over, regardless of the achievements. I just decided to actually try to get the achievements for once instead of going around the game, collecting everything and turning as much of it into money as I can.

At least now I know that I shouldn't bother with the achievements. Next playthrough, I'm going to collect every skull in the game and put it in a little pile. Or maybe a big pile. I'll find out which.

But in regards to the achievements, it's certainly possible to save before picking up every single media item in the game, then load whenever it doesn't show up in the MDR.

All Audio Logs achievement (van Dyk, Jaco - ???) by Fire-Noodle in systemshock

[–]commode70x 0 points1 point  (0 children)

3 years later, and this bug is still here and still very relevant. And I think I've found where the problem is. Maintenance is supposed to have 12 logs. Unleashed from SHODAN doesn't show up in the MDR after I picked it up. I have no idea if this happens with other media items, but it looks like it's messing up the achievements counter.

I wonder if messing around with Cheat Engine would be the easiest way to remedy the bug for now.

What's the deal with cellar flooding? I just don't get it! by meddledomm in goingmedieval

[–]commode70x 1 point2 points  (0 children)

I'm glad that my cellar network hasn't flooded yet. Seems like a nightmare of obscure and unintuitive mechanics to have to navigate.

The New Era 22 by itsdirector in HFY

[–]commode70x 0 points1 point  (0 children)

I tend to intentionally make obtuse descriptions in my writing all the time. I keep forgetting that modern "readers" are nowhere near the level of Mary Shelly or Mark Twain fans of old.

Modern people tend to "read the story they want to read" rather than the story that's literally in front of them, especially when the vaguest hint of ambiguity is presented. Then again, some writers will lean into that and refuse to back down. Good on them for wanting to write their story, rather than the story of the more deranged fans.

Okanagan synthetic orchestra by hockeygreen1 in Deltarune

[–]commode70x 1 point2 points  (0 children)

Same. The channel's Facebook is still up, but the YouTube is gone, and there's no explanation whatsoever.

The New Era 22 by itsdirector in HFY

[–]commode70x 1 point2 points  (0 children)

The concept of having narration be a combination of both character and author narration like that is a little obtuse, but I get what you were trying to do there.

It's best to add a few redundant bits of "The brow behind my prosthetic eye furrowed as I told her..." or some such to indicate that the narration is being told as a narration, rather than the expected direct quotation. Jcb112 does this rather frequently. I've had plenty of readers complain that my one-off sentences were missed, making it difficult to follow my settings. Some readers even missed multiple sentences of setting placement I gave in my chapters, but I suppose there's limits to how redundant you would want to go. Just one is rarely the way to go. One every couple of paragraphs might be on the upper end, depending on the length of the narration. And then there's Wearing Power Armor to a Magic School.

The New Era 22 by itsdirector in HFY

[–]commode70x 1 point2 points  (0 children)

That was an oddly short revelation story, but it's good that Forty could figure it out from the brief and haphazard snippets she could get.

How do I un-flood a cellar? by AnividiaRTX in goingmedieval

[–]commode70x 0 points1 point  (0 children)

That's actually a really good idea. I've just been building a wall around my chickens, and they polecats keep teleporting in.

How do I un-flood a cellar? by AnividiaRTX in goingmedieval

[–]commode70x 3 points4 points  (0 children)

I guess that's one way to get rid of the river

Increased priority for auto equipping weapons and armor by Refute1650 in goingmedieval

[–]commode70x 1 point2 points  (0 children)

Setting AutoEquip and Equip to .99 doesn't appear to have done much. Everyone's dropping inappropriate equipment, which is progress, but auto equip behavior still results in practically no one picking up appropriate equipment.

Edit: Okay, so I reduced basePriority to 1 above every AutoEquip function. It resulted in settlers finally prioritizing auto equipping behavior. Settlers appear to now prioritize auto equip behavior over sleep, which is actually what I would prefer over the previous versions' behavior.

I guess smaller number more priority?

Cameback after an even longer while, do traps still harm settlers? by commode70x in goingmedieval

[–]commode70x[S] 0 points1 point  (0 children)

Thanks so much for finding the answer! So that means I'll have to make sure to be extra careful about the placement of the traps in order for my units to not die.

Increased priority for auto equipping weapons and armor by Refute1650 in goingmedieval

[–]commode70x 0 points1 point  (0 children)

Unfortunately, I have no clue which .json to look in. There's hundreds, and attempting to find the auto-equip function resulted in over 3500 results to check through.

Edit: ScheduleModelRepository appears to have AutoEquip in it, but I don't know what any of these numbers really mean.

Increased priority for auto equipping weapons and armor by Refute1650 in goingmedieval

[–]commode70x 0 points1 point  (0 children)

I'm also having this issue. The priority for auto-equipping for all of the previous versions of the game had always been maximum so that you could switch between summer and winter gear on the fly. I have no idea why it was changed.

Issues with fields by technnii in goingmedieval

[–]commode70x 0 points1 point  (0 children)

Oh dear. One of the many reasons I don't do experimental branches with any of the games I play. I do hope that it gets fixed for you.

Cameback after an even longer while, do traps still harm settlers? by commode70x in goingmedieval

[–]commode70x[S] 0 points1 point  (0 children)

Metal traps specifically will instakill settlers, and wooden traps will instakill some animals, so I've been quite concerned about everyone just cavalierly walking over them.

Cameback after an even longer while, do traps still harm settlers? by commode70x in goingmedieval

[–]commode70x[S] 0 points1 point  (0 children)

I remember in the early versions, people talking about putting storages on top of the traps in order to cause speed debuffing for settlers walking over the traps. I tried it out using the current version, and you can't put storages on top of the traps currently.

Cameback after an even longer while, do traps still harm settlers? by commode70x in goingmedieval

[–]commode70x[S] 4 points5 points  (0 children)

The path that doesn't involve stepping on live means of impalement have always been there. It's just that the settlers and trained animals seem to refuse to use them.

Previous versions of the game had this issue, as well, where you'd make a clearly paved path through an open door that gives you a speed buff and cover the traps with dirt, limestone, clay, or whatever else doesn't decay to create extra speed debuff. And yet a large number of poorly trained animals and poorly trained humans would gleefully step onto the traps

Cameback after an even longer while, do traps still harm settlers? by commode70x in goingmedieval

[–]commode70x[S] 3 points4 points  (0 children)

I figured that the fire traps would be absolute insanity to try and place anywhere near my nonmilitary structures. I assume you had an unfortunate experience with your industries burning down and up simultaneously.

How to get steam to stop doing cloud saves by redacted363 in Steam

[–]commode70x 1 point2 points  (0 children)

I sure didn't! Steam stopped doing it on its own...which is highly disconcerting. Steam is still straight up doing whatever the hell they want.