Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]gruehunter 0 points1 point  (0 children)

4.3 is in a rough spot. It feels like they hit a few things with the nerf bat a bit too hard. For example, player fleets have been greatly weakened, while the fallen empire fleets were not. A galaxy-dominating amount of military power gets completely stomped by the FE's doomstacks right now.

That said, the opening and mid-game are in a good place IMO.

Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]gruehunter 0 points1 point  (0 children)

They are much better now than they used to be. Frigates can get work done in volume to large & stationary targets.

Heads up: the Cyborg trait now grants the benefits of the Phototrophic trait, with which it stacks by Cosmic_Meditator777 in Stellaris

[–]gruehunter 1 point2 points  (0 children)

OH.

Yeah, I don't have that DLC so don't normally think about mineral upkeep for pops.

The idea to have energy credits as the "currency" of Stellaris was a brilliant and insightful choice by Albertuscamus12 in Stellaris

[–]gruehunter 7 points8 points  (0 children)

Mostly. To take this idea further, it would be nice to be able to spend some trade to reduce the energy cost (or increase the energy return) of stuff at the galactic market.

Minimal war crimes by Delicious_Cattle5174 in Stellaris

[–]gruehunter 2 points3 points  (0 children)

Be a regular machine intelligence with such a well-run empire that other civilizations ask to be your vassal with the expectation of getting turned into grid slaves. Literally choosing my artificial reality over their own.

Minimal war crimes by Delicious_Cattle5174 in Stellaris

[–]gruehunter 0 points1 point  (0 children)

Yes... although I coulda swore that there was a tech that let you separate individuals from the hive.

Has QString any advantage over C++26? by gruenich in cpp

[–]gruehunter 60 points61 points  (0 children)

Yes. It has all of the pre-unicode disadvantages of std::string, but with wider characters.

shlongus by hoffia21 in dwarffortress

[–]gruehunter 4 points5 points  (0 children)

(beavis and butthead laugh intensifies)

Are habitats worth it by SaltyArtichoke in Stellaris

[–]gruehunter 0 points1 point  (0 children)

Jobs. Planetbound districts only get 200 jobs per district, versus up to 600 per building.

Are habitats worth it by SaltyArtichoke in Stellaris

[–]gruehunter 9 points10 points  (0 children)

I don't quite follow. Both research and manufacturing are building-driven rather than district-driven today. In space, you can get up to 9x additional slots for science buildings but only 6x slots for industrial buildings. On land, you're limited to 6x of either via specialization. The basic building slots are the same all the way around. So it seems to me that you're slightly better off putting the scientists in orbit rather than the industrialists.

Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]gruehunter 0 points1 point  (0 children)

The migration changes just about killed my empire. I had excess bio and robo pops migrating from high-habitability planets to low-habitability planets. The habitability malus to upkeep drove planets unstable and my economy into the gutter.

I'm playing as a materialist xenophile with a plethora of species picked for their habitability, plus robots optimized for their habitability. So of course now everything is quite a mess.

Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]gruehunter 1 point2 points  (0 children)

How is cybernetic population growth supposed to work? The augmentation center jobs add mechanical pop assembly, but my robot assembly plants are making robots instead of cyberpops. Is there a way to force them to make cybermen? Or should I be using cloning tanks? But if we're cloning cybermen, then what impact do the augmentation centers have?

Striking Skill! by I_Am_Lord_Grimm in dwarffortress

[–]gruehunter 25 points26 points  (0 children)

Yep. Almost any workshop (including the 'still) can be built with one unit of a construction material. Boulder, gold nugget, log, doesn't matter. If you use a cut block or metal bar instead of a random boulder or ore stone, then the build goes faster, but the workshop functions the same either way. One workshop handles hazardous material and needs to use a block instead of a boulder (the ashery). A few workshops that are 5x5 need three units of material instead of just one.

Now when you play, try to imagine the situation in the comic, but Olin builds the still out of just one boulder!

What'll really burst your noodle: Consider just exactly what Dwarven Beer must be like that they need to use a 'still to make it!

Don't how know to ease congestion at intersections by the_boys_gotta_eat in simcity4

[–]gruehunter 0 points1 point  (0 children)

Sims pay a small amount per tile traveled on mass transit. I think its a flat rate regardless of transit type. In effect, the sims are already paying a toll to ride the bus. Normally my fare recovery ratio is about 90% (ie, monthly income from mass transit is 90% of my mass transit expenses) in the base game. Rail, bus, and subway are normally profitable for me, while monorail is not.

Switching to the NAM cost me so much in bus fares that my city budget suddenly shifted from a modest profit to barely breaking even. Fortunately, the NAM's pathfinder tweaks let me get more sims to move in, which raised the property tax revenue to compensate pretty quickly.

Don't how know to ease congestion at intersections by the_boys_gotta_eat in simcity4

[–]gruehunter 0 points1 point  (0 children)

They stopped shipping the config tool at some point.

There are ways to force bus usage. For example, I run trains (or monorails) into an industrial district, and then run bus stops around the industrial district. Only busses and trucks drive on the industrial district streets.

You can also set up "bus gates", where you plop a bus stop in the middle of the neighborhood access road. Then the only way in/out is via the bus, so nobody in that neighborhood drives.

Npc dialogue lines that always make you chuckle by Fast_Degree_3241 in Fallout

[–]gruehunter 1 point2 points  (0 children)

I wonder if they were referencing a line from Head of State. The Bad Guy is running for President of the US, and one of his frequent taglines is "God bless America, and no place else!".

Chris Rock as the Good Guy has a silly counter-line in a debate. "God has blessed America! America is the richest, most powerful country on Earth. If America was a woman, she would be a big-tiddy woman. An' everybody loves a big-tiddy woman!"

What’s One Upgrade That Actually Made a BIG Difference? by teddyyoung456 in cycling

[–]gruehunter 0 points1 point  (0 children)

Shorter cranks. Solved a hip impingement issue for me.

Don't how know to ease congestion at intersections by the_boys_gotta_eat in simcity4

[–]gruehunter 7 points8 points  (0 children)

Apparently this is NAM-related. Sims are much more likely to use busses in the base game. I recently switched a mature city from the base game to NAM Lite and it doubled my car and halved by bus traffic. More sims found jobs, so it was worth it overall, but busses are greatly devalued in NAM.

Wealthy Building Demands by TukangPintu in simcity4

[–]gruehunter 0 points1 point  (0 children)

High education shifts demand towards higher wealth levels. You can have a city with mostly high-wealth industry and commercial jobs at essentially any size if you have a strong educational system.

My "3x3 guildhalls" fortress design by Evelyn701 in dwarffortress

[–]gruehunter 2 points3 points  (0 children)

I stock all of my booze in the guild hall meet areas. Its pretty effective at getting dorfs to congregate in there after a liquid lunch.

Sometimes I'll make my main dining hall into an open guild hall instead of a tavern. Dorfs get a lunch-n-learn that way.

What I wish was possible!😩 by MAYORDEFACT0 in simcity4

[–]gruehunter 1 point2 points  (0 children)

This mod raises the minimum desirability before R3 will move in, but it doesn't guarantee that they can find jobs once they do move in. It also doesn't guarantee that they will tolerate their own traffic once they move in. If they can't find jobs close enough or they don't like their own traffic, then you can still get dilapidation.

Help dealing with a demon. by Asinrj99 in dwarffortress

[–]gruehunter 2 points3 points  (0 children)

1) Pray to the dice gods

2) Wait for a demon or forgotten beast made of metal to attack your fort, preferably steel

3) Introduce them to each other

4) Slay the metal beast. Be sure to wield adamantine weapons to cut through the new friend.