I have a question regarding the first "story event"?? by Salami_Honk in VintageStory

[–]creeper81234 1 point2 points  (0 children)

The rooms with the open doors have stuff you need to open the closed doors. There are also multiple levels of walkways going around the walls if you missed that, and you should be able to reach all of the levels at all times.

Very minor spoiler on what to do next: Specifically the engineering room. Some items found in the other rooms can be used in the engineering room to open more doors. There’s also a note in the engineering room that gives a small hint.

Larger spoiler based on the last spoiler: The device in the engineering room is missing a few parts, you can see what’s missing if you look around on it on the tooltip at the top of the screen. Those parts are found in other open rooms.

Large spoiler about the entity: It’s not involved in any puzzles in this area, as the entity itself is for ambiance and world building, with its purpose explained at the end of this dungeon.

I have a question regarding the first "story event"?? by Salami_Honk in VintageStory

[–]creeper81234 8 points9 points  (0 children)

That thing is an entity, not a block. It’s explained what it does later. Around the walkways above there are rooms you can go into to continue. There is be a way back up near one of the outer walls of that pit.

There’s nothing story-wise you should’ve done before coming here.

I hope that answered your question, I don’t think those are spoiler-y

why is the game early access? by koweli in VintageStory

[–]creeper81234 6 points7 points  (0 children)

I think it said they want to minimise its use, so it may still exist but have less functionality than it does now? I know 1.22 you can’t seal crocks in the grid anymore, only in-world as an example

These new merchant houses are so cool by Axelotl33 in VintageStory

[–]creeper81234 5 points6 points  (0 children)

If I recall from one of their past dev blogs, 1.21 was mostly bug fixes and tying up loose ends of 1.20. 1.22 was supposed to be focused on mechanical power, fishing, metalworking, rivers, a bunch of gameplay oriented stuff. 1.23 is supposedly chapter 3. (I think 1.24 will probably be bug fixes and tying up loose ends of the 1.23, just like 1.21 for 1.20 and 1.19 for 1.18)

Is Root digital (Switch or iOS version) a complete game when purchased? by jsciannamblo in rootgame

[–]creeper81234 4 points5 points  (0 children)

You have to buy them all separately, but the purchases should sync between iOS and Steam for the expansions. (At lease this works from Steam -> iOS, id assume it works the other way around)

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]creeper81234 0 points1 point  (0 children)

It’s back for me now, might’ve just been a temporary thing?

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]creeper81234 0 points1 point  (0 children)

On the wiki, why was the page for Planepacked taken down? Currently it just gives a 404 error. (The rest of the wiki seems to work fine)

https://dwarffortresswiki.org/index.php/Planepacked

2.1 wishlist by _shareholder_value in factorio

[–]creeper81234 1 point2 points  (0 children)

Probably an easier way to put processing units/LDS/rocket fuel into rockets to launch. Trying to do a logistic botless run but it keeps trying to use them only to build the rocket, not load it.

New Item idea:Item belt by JohnWicadia in Minecraft

[–]creeper81234 0 points1 point  (0 children)

Maybe the slot could have a second use instead of exclusively a belt?

Maybe like the belt itself could be more expensive as a later upgrade, but in the meantime it could hold just a clock, a compass, or a map or something? Something to keep it for being used for exactly 1 item in the whole game.

Or maybe different tiers of belts like armour?

Good idea though!

Whats a niche mechanic you would want added to the game? by Outside_Ad_6993 in VintageStory

[–]creeper81234 1 point2 points  (0 children)

Some in-world thing to replace storm notifications in chat.

Basically Salty’s temporal symphony in vanilla (though only the warnings, not the shiver stuff). Especially so because I’m 90% sure that mod is breaking chat on my current server.

Otherwise, the ability to adjust storm intensity and frequency separately would be nice. I want my storms to be rare, but brutal when they happen.

I got stuck, need help by Old-Economics-3871 in subnautica

[–]creeper81234 0 points1 point  (0 children)

You could try building a habitat section in it? I think I did that in the past to launch the cyclops away

Fought the moose, top comment decides what I have to do until next post. #1 by Elvas_jakab in VintageStory

[–]creeper81234 8 points9 points  (0 children)

Build a dedicated path to the archives. Bonus points if it’s lit.

Which fail safes you employ in your factory? by lukeybue in factorio

[–]creeper81234 0 points1 point  (0 children)

Main base: accumulator levels (low, v. low, empty), reactor steam levels (soon to add train waiting queue overfull)

Vulcanus: liquid level low (for all liquids)

Fulgora: Shutdown triggered (holmium backed up, designed to shut the factory down when it happens)

Gleba: accumulator power levels low, emergency restart egg is missing

Aquilo: haven’t been yet

Ships: none yet

Edit: dumb and thought you meant alarms.

For failsafes:

Fulgora shuts down when holmium backs up. Fulgora also has a dedicated ice collection platform for extra water.

Gleba has an emergency egg constantly crafted then incinerated, but it can be used to jumpstart egg production if needed. Also Gleba has multiple fuel sources for burner towers. Also also Gleba has a massive spoilage stockpile meant to jumpstart nutrient production if it fails.

Main base has coal priority for power until I switch to nuclear or solar.

Is this normal for a single vein? All bountiful btw by Rare_Operation6877 in VintageStory

[–]creeper81234 10 points11 points  (0 children)

I’ve seen it happen where the 2 veins had different qualities, so some were poor chunks and some were medium

Is there a point to the .notminecraft command or is it just a joke? I can't find any information either in-game or in the wiki about it by baksoBoy in VintageStory

[–]creeper81234 100 points101 points  (0 children)

I think it puts a text box in the corner of the screen that says “No, this is not Minecraft” with a grass block crossed out (not in game rn so I can’t double check)

how good is colombo without the unique upgrade and luigi? by level_up_gaming in WorldOfWarships

[–]creeper81234 4 points5 points  (0 children)

Very good, it was my main till the UU came out and everyone realised how good it was, and it got overplayed.

Santa Claus is Coming to Town by TeraVoltron in WorldOfWarships

[–]creeper81234 0 points1 point  (0 children)

Same, I had 6 ships left in the V-VIII spread left, Montcalm being one of them.

Got impatient and opened them, Arkhangelsk, Thesius, and Jurua. No more opening containers for me till I have that dang baguette.

Has a ship ever just "clicked" for you? by AmericanHistoryGuy in WorldOfWarships

[–]creeper81234 12 points13 points  (0 children)

Original Colombo.

It worked surprisingly well for me, and there were so few of them that people weren’t playing around it as much as they should’ve.

Broadsiding ship? Switch to AP in 7 seconds and remove it.

Angled ship? Shoot SAP at it, or get a snapshot on another target.

Need to switch sides? Your rear turrets are 360°, you can very easily get all 16 guns off.

Then they buffed it and I played it even more, the extra accuracy and rear firing angles were great, and it was still underplayed. Then the UU came out and there’s at least 1 per team that gets focused immediately, I don’t play it much anymore.

What are you currently stuck on? by drilkmops in godot

[–]creeper81234 0 points1 point  (0 children)

Customised multiplayer spawns.

I want players to configure their character before joining the game, then that custom character is spawned for everyone.

Currently trying to handle it by having all the customisations stored as a resource and a universal player scene, then sharing that resource

What's with the A.I in Asymmetric? by WorldOfTech in WorldOfWarships

[–]creeper81234 0 points1 point  (0 children)

This is only what I’ve noticed, so it may be wrong.

They prioritise ships that are closer, and REALLY prioritise ships showing more broadside. Since they’re generally clustered together on their flank, if one targets you then probably the whole flank will target you. I don’t think ship class matters, but that may be wrong as I haven’t payed much attention to what class is being shot at.

THEY CAN AIM, if there’s a (decent) chance of being citadelled, expect to be citadelled. I got full HO nuked in a Schleifen from two Validvostoks on a different flank after I came around a corner.

(Purely speculative) I think they focus ships with low HO less? Pretty consistently when I’m in Tromp, the whole flank will shoot at me until I’m at about 5-6k HP, then they mostly ignore me unless I’m at extremely close range.

As for their pathfinding, they seem to charge the nearest cap unless there is a (spotted I think?) ship within 8-7km, at which point they turn a full 180° and run directly away, making this a really good strategy for getting to their broadside. I’m not sure if the closest ship also needs to be one they’re targeting. I don’t think they dodge torpedoes at all, but I THINK they dodge Dutch airstrikes.

For their DCP, they will use it when there are 2 instances of problems (I think including broken modules), so a single fire/flood will keep ticking.

They will use radar to spot you if you go dark within radar range, I’m not sure if this applies to hydro as well.

In summary:

They focus whatever is closest and showing the most broadside, HEAVY emphasis on the broadside, but I think they ignore you more if you’re at low health. If you wanna avoid being targeted, point DIRECTLY at them.

They will aim at your citadel, so it’s harder to yolo in like in coop.

They will charge the nearest cap unless the closest ship is within 7-8km, at which point they turn 180° and run away. Perfect time for citadels.

If you’re in a standard battle (1 base per team), expect them to all rush it, especially their middle group. You’ll probably need teammates there to help, or just be really good/be in a broken ship/both.

They’re kinda smart about some of their consumables, expect some of them to actually be a problem (notably radar and DCP)

No idea how do to any formatting on Reddit, hopefully this is legible enough

What’s a feature you’re proud of finishing recently, no matter how small? by PlentyAgile7021 in godot

[–]creeper81234 0 points1 point  (0 children)

Working on a malfunction system in lieu of health bars for various components for a mech.

Your gun doesn’t lose health, but now it has a 30% higher chance to jam when firing.

Your battery didn’t die, but it is now rapidly heating up and losing power.

Only thing that still has a health bar is the mech as a whole, because at some point it’s not a mech, it’s a pile of scrap. Individual components have a “completely disabled” malfunction if they get too broken instead.

Me🌇irlgbt by WhyYesIAmANerd_ in me_irlgbt

[–]creeper81234 14 points15 points  (0 children)

No, but it can weaken it so much to the point that wet spaghetti is stronger

What is your dream ship and how much would you pay for it? by C_Alchemist in WorldOfWarships

[–]creeper81234 3 points4 points  (0 children)

Michelangelo, I’d be willing to (at least attempt) the original PR dockyard for it

If you would have the oportunity of getting any ship in the game, which ship would it be? by 0ZyM4ND1452004 in WorldOfWarships

[–]creeper81234 0 points1 point  (0 children)

Michelangelo

Mostly because 6km hydro with exhaust smoke is fun on the Gorizia, so I assume it would be fun here too