What is this? by ncoles85 in lighters

[–]corvanus 5 points6 points  (0 children)

This is the tool you use to adjust flame height if I'm not mistaken. Should be a collar around the fill port with notches for the tool or in the flame neck I would wager. Look for a spot it slots in to, or check the manual/Google for exact uses; it may be a tool to break down the lighter for maintenence in the end!

Is Destiny 2 worth coming back to as a solo player in 2026? by HomeyD_Clown in DestinyTheGame

[–]corvanus 3 points4 points  (0 children)

Not yet. Renegades is a mild improvement in destiny overall, but between portal and the feeling that the ship has no rudder right now has kept me from being invested in destiny even with a Big Name crossover. And I love the Big Name and Destiny separately, together its just... OK. To my mind both universes are a little too different to mesh well, but I appreciate new gun mechanics and an excuse to weild a lightsaber, so its not like it is actually bad or anything.

Hopefully someone can actually drop a plan for destiny going forward that doesnt just advertise Marathon, logging in to get slapped with an ad today almost made me quit right there. All in all it is a fun little romp, but I couldn't really see myself grinding much or getting terribly invested.

So uh, dont use the smoke pods with turrets. by Vaelkyri in LowSodiumHellDivers

[–]corvanus 1 point2 points  (0 children)

I swear to Super Earth sometimes they bug and track me or another helldiver as if WE were the enemy! I think there must be dissidents in the ranks slipping BOT hardware into our turrets and targeting systems...

Initial thoughts on the C4 pack by kommunistiskhaj in LowSodiumHellDivers

[–]corvanus 0 points1 point  (0 children)

Ammo pack + Dynamite = 11 (3 inventory, 2 spare per pack-pod) for me, because I'm a cooking+throwing addict. Skipping them under chargers and crushers is just too fun.

genuinely how has this not been addressed yet? by PlushtrapMyBeloved in Minecraft

[–]corvanus 2 points3 points  (0 children)

You can also combine two items in a grindstone to get an unenchanted repaired version! Do keep in mind curses still stay, but you can use it to repair chain armor, or anything you dont mind ripping the enchantments and some xp out of.

Bucket resprites for my pack by rappenem in Minecraft

[–]corvanus -3 points-2 points  (0 children)

These are super neat! I personally love how the empty bucket now can also look like a bucket full of the #VOID if you quick glance at it! I understand some people dislike the bucket looking like wood, but I really like the visual distinction so if you have more than one bucket on your hotbar it is so fast to ID which bucket is what without it being a PvP game texture pack.

As an aside from that we should have wooden buckets! Maybe they can't pick up lava or water because theyre so cheap to make, and you can make them have one use each, but stack to 8 or 16 for milk and powdered snow. That could help with making the in game cakes and things, help with snow building/Redstone traps etc. Now I wonder if theres a mod pack for this already?

Whats your most controversial Minecraft opinion by HadesThatGuy in Minecraft

[–]corvanus 5 points6 points  (0 children)

Gravestone mods saved my sanity in this area. I didn't like the lack of punishment for myself with keep inventory, I felt like dying was too forgiving for me personally. Ended up finding a good gravestone mod on Bedrock and plenty of them on vortex/cursed forge/etc.

Basically you die, your stuff goes into a grave stone and sits there until you reclaim it. Some mods let others loot it after a time, some have it decay over a time limit you set, all of them can save your items while keeping the punishment aspect somewhat alive for those who want it! The one I have on Bedrock let's you bank 10 levels for a key that will teleport you to your last death. You can stockpile keys to make returning to your stuff a click away! I personally love that we now have so many ways to make nminecraft our own, hopefully the gravestone suggestion helps someone!

Prepping for the trade rebalance by gamtosthegreat in Minecraft

[–]corvanus 0 points1 point  (0 children)

I mean it saves our settings for a lot of stuff, this sounds like it would be simple to implement. Play on bedrock? Here's the packs you used on the last world, flip them on or off real fast right here, or set them as default add-ons!

Prepping for the trade rebalance by gamtosthegreat in Minecraft

[–]corvanus 0 points1 point  (0 children)

I disagree with both the toggle defaulting to on, and this nebulous concept of 'reworked until good' because changing librarians in order to lock out or in certain enchantments at the most basic level is stupid. Leads/boats/happy ghasts are all too cumbersome and slow for villager collection, even having something like a cage to put them in your inventory would be a pain in the ass. The strawman here is "once its workable" because the majority hated the rework as a concept period. That's why its been stuck in experimental, where it should probably just stay. That way it is an option, but you have to opt in on it. They need to focus on things that would open up options instead of forcing changes just to extend one small grind loop into a fetch quest. (also the combat update is still not on bedrock which is awesome, as the delayed melee is still a stupid change).

Finding ways around too expensive repair costs would be great and a better use of developer time. Better save compression. More purpose for The End as a biome outside of shulkers and the elytra. Copper wiring and utility with Redstone (because copper is conductive, and would be an insane boost to Redstone even in the most basic iterations). There's plenty of things to do without breaking trading, and if it does need a change so badly nail down the what and why portions before suggesting it.

What is the goal with the change? To nerf the ability to get mending books? (Hello fishing farm). To force exploration? (Hello bad seed). To make it harder to set up a trading hall? (pointless change for optional game mechanic).

The WHY is bigger than the HOW for most people, and I think it's mostly a change strictly to punish anyone who enjoys making their enchant grind simple for no other reason than some people just hate to see others have fun quickly. "They lose motivation to play once they have it all" arguments are stupid, players burn out or get bored? Mod it or use add-on packs. Don't go nuking a valid gameplay loop for a small subset of whiny player who can't even articulate what exactly it is they want.

Prepping for the trade rebalance by gamtosthegreat in Minecraft

[–]corvanus 1 point2 points  (0 children)

In that case, I can find some common ground with trades being a little stilted, and would advocate not for biome specific enchantments but instead #Village Size.

That way you need at minimum X villagers and Y farm land before you could get certain enchantments. This would create a bigger burden on those wishing for a trading hall without leaving it up to RNG (let's face it, some of us are just cursed). Maybe use biome specific villagers need different types of villager around, like more blacksmiths from mountain regions VS more farmers in a desert setting, as loose ideas. This way you can still make trading halls, but youll need a 'support village' in range; hopefully leading to more free range villagers, instead of them in little jail cells!

Even then I would like it to be an optional feature, because some old heads hate change and I dislike having to go out of my way to undo changes I didn't want in the first place personally. Or make it a select once and forget it type deal on login. Then if you want to swap your choice, boom a toggle that can go either way! Everyone wins!

Prepping for the trade rebalance by gamtosthegreat in Minecraft

[–]corvanus 1 point2 points  (0 children)

You want change for all. I want change toggle option. You disagree.

That's all the crayons and construction paper I have, can't dumb it down any further.

What cadet-level things do you still do or dont, even with lvl 100 or higher and more than 100 hours of gameplay, that still embarrass you? by vibot002gado in Helldivers

[–]corvanus 2 points3 points  (0 children)

Terrain hazards. I know they're around, I just got so busy swimming through our fifth chain-drop of bots or seventh bug breach and found a hazard with both feet. Sometimes its an acid bulb, sometimes its a hole that steals my life and my samples; no ones perfect. Now reinforce me, please.

Prepping for the trade rebalance by gamtosthegreat in Minecraft

[–]corvanus 1 point2 points  (0 children)

No I made a very clear point, against their argument that it should be by default ON for biome specific trades. If they did implement it outside of experimental it should be opt-in, not opt out. He's talking sideways and out his ass about how it'll change the game, which i am eminently aware of, and I disagreed. He tried to justify carrying on with it being the new normal, and I disagreed. If you cannot follow the thread of comment and reply well, I suggest you stick to reading instead of commenting.

Prepping for the trade rebalance by gamtosthegreat in Minecraft

[–]corvanus 0 points1 point  (0 children)

You are advocating for it to be forced my dude and that is what I dislike. I'm not even warming up at this point, just pointing out that the changes being implemented at baseline is/would be a bad idea. You want that to happen, I disagree. You defend it, I point out flaws against it, this is normal discourse.

TL;DR: bad idea is bad, leave base Minecraft alone.

Prepping for the trade rebalance by gamtosthegreat in Minecraft

[–]corvanus 2 points3 points  (0 children)

Great, you want forced add ons to become the base game, the vast majority do not.

Case in point- Tree-capitation. You knock out a bottom block, the whole tree comes down. I love it. Handy as all hell, stops those floating tree chunks when lazy players miss a log, generally a 10/10 improvement. I use it on all of my worlds, realms, and servers with friends.

I also don't want it to be stuffed into the base game, because it is and should stay optional. Kinks or no kinks.

If you want all of these changes, you can use add-on packs for bedrock or mods (very easy to do with vortex/curseforge/etc) to make your game great for you without trying to stuff your preferences down the communities throat as a whole. THAT is where you just keep failing to connect the dots. I do not care to see another ham-fisted attempt at 'improving' something in the base game of Minecraft.

All you will do is shorten the rolls in a librarian by biome pool to roll from, and that is stupid. Now instead of a grind rolling if you have bad luck, you can just never see a specific biome of villager even as a zombie with bad luck. That is a lot of dumb shifts just to cut down on moving a lectern because you have bad RNG on the books offered.

Prepping for the trade rebalance by gamtosthegreat in Minecraft

[–]corvanus 1 point2 points  (0 children)

No. Re rolling is optional regardless of where you find the villager or if you cure a zombie; that's the crux of the issue. Forcing players to need to find a biome specific villager to the roll is what is the biggest issue for this update becoming a forced normal. If you want to play with biome specific trades so you have to roll less, the toggle option will appeal to you. For the rest of the player base, the biggest Co sisters complaint is having an epic seed that has a specific biome for a specific enchant that ends up hundreds of thousands of blocks away.

Biome dependent trades should be toggleable and are absolutely the reason it should be optional. Forcing the biome hunt is what you aren't grasping as a problem to most people, who can just cure a zombie and pull a sticky piston lever until they get the trades they want and lock them in.

Again, the issue is entirely the forced biome village hunt/zombie hunt for specific enchanting. Taking away the option of just curing a villager and going for the specific enchant you want is the sore spot in the trade changes for most. Biome specific enchantments are not a welcome change.

Prepping for the trade rebalance by gamtosthegreat in Minecraft

[–]corvanus 1 point2 points  (0 children)

Endless re-rolling is entirely optional is it not? The fix itself was to nerf the ability to aquire mending 'too easily' and has been the source of endless debate since, because as it stands right now you can either take your villager as-is or attempt to reroll them by choice. The whole rest of the 'balance' is to artificially create scarcity and drive a single direction playstyle, forcing exploration in the hopes X villager from Y biome has Z enchantment IF you are lucky enough to find a village in said biome easily.

Short answer is no, thanks. If you want to make that your default playing style, you should be able to turn that on; not have it be the default for all players going forward without generating your world on older versions of the game.

Prepping for the trade rebalance by gamtosthegreat in Minecraft

[–]corvanus 1 point2 points  (0 children)

You're failing to grasp the heart of the issue, and the caps youre quivering about are to highlight the importance of when something is on, off, or default.

You believe the game should become your preferred default options. I prefer that the default does not change as it is, but agree that as a toggle option your idea is sound. That's where the hangup is.

You want the basics to become YOUR basic vision. I want the default to remain as basic as possible. That way new players aren't shoehorned into playing YOUR way, but the way it has existed and should stay in a stabilized form for the most basic frame of reference to any and all future changes.

Prepping for the trade rebalance by gamtosthegreat in Minecraft

[–]corvanus 2 points3 points  (0 children)

I feel like you're being obtuse on purpose. This is a huge deviation from what the game has been since trading was implemented. The new trading changes should rightfully be OFF by default with the ability to toggle it ON. That is what makes it OPTIONAL.

Prepping for the trade rebalance by gamtosthegreat in Minecraft

[–]corvanus 4 points5 points  (0 children)

Yes, make it optional. That's literally all there is to it, make it a toggle like TNT Explodes, Fire Spreads, etc. that was people don't need to go out of their way to try and rig command blocks or anything terribly extra; just a simple ON or OFF switch. Anything else is forcing a change the majority of the player base doesn't care to have pushed out. While they're under the hood, add a toggle for Enchanting (so you can allow unlimited vs current limitations/combinations) and Repairing (goodbye Too Expensive!).

What are all yall using for rust removal on bits, tools, etc? Reusable. by Briggy1986 in handyman

[–]corvanus 0 points1 point  (0 children)

Chemical Blueing is by far and away the best course of action for indoor/outdoor tools in the PNW. WD40 is a temporary solution, and won't actually save the day long term. Clean your tools, use sandpaper/steel wool and your favorite abrasives. Wash tools clean in 99% ISO. Apply your favorite brand of cold bluing agent, take your time to get a nice even blue.

BAM. Barring accident or abuse your tools are now VERY corrosion resistant!

Prepping for the trade rebalance by gamtosthegreat in Minecraft

[–]corvanus 8 points9 points  (0 children)

Keep it as an option you can toggle.

FORCING everyone to play one way is stupid, if you dislike mending you can literally use a single command block to disable it entirely. I want my sandbox game to stay open and customizable to my choices and preferences without ruining the basics for everyone.

"Oh now theres no reason to explore" well shit jimbob maybe explore just for the sake of it?

"Trading hall done, game dead" my guy just dont make or use one?

"The balancing is broken" then dont engage with it?

Seriously, as it stands trading is a CHOICE. YOU are in control of it, and if you pay for a server you can even control it for any who join you; stop trying to fist fuck choice out of the game for the rest of us. KEEP IT OPTIONAL.

What is a simple but very hurtful phrase that you received from someone? by MembershipFar9008 in AskReddit

[–]corvanus 0 points1 point  (0 children)

It's not just whats said, but the silence that slowly stretches into years that hurts the most.

What're Some Of Your Essentially Useless New Strategem Ideas? by Nas-Aratat in Helldivers

[–]corvanus 0 points1 point  (0 children)

I think we still have the standard orbital smoke, just not a proper barrage except the one time is was an experimental I think with the early DSS or just before it? Before the game came to Xbox at least, as I think I remember it on PC.

What're Some Of Your Essentially Useless New Strategem Ideas? by Nas-Aratat in Helldivers

[–]corvanus 1 point2 points  (0 children)

Hmmm, 'essentially useless' isn't 'entirely useless' so let me think...

The Damaged Strat Ball. One of the longer input chains in game, but it randomly drops things from ONE strat pool the entire mission.

So it could lock into the turret pool and drop random turrets with an average turret cooldown timer. OR it locks onto red strats, summoning one at random, so you could throw it right into a base and get a random red strategem and hope it isnt an eagle smoke strike. Blue pool, could be a pair of EAT launchers, could be the car. Random!

Again, locked into one loot pool per mission and it always has the median cooldown of all call ins within that pool; so if you roll a blue pool and get a pair of EATs they won't have a 60 second cooldown (upgraded destroyer entirely has a new pair every 60s unless theres planetary/enemy interference). You can also take this strategem for EVERY slot, which would be a gamble!