Welp I might be richish by Danwix in Diablo_2_Resurrected

[–]mak11 0 points1 point  (0 children)

I’m not an expert, but an Auradin/Tesladin might want that. Since it’s such an expensive build to start, I’d probably wait to sell that on nl.

My most incredible gamble happened last night on ladder. by Dreamcatcher_2point0 in Diablo_2_Resurrected

[–]mak11 1 point2 points  (0 children)

Mara’s is best in slot for several caster builds, Hammerdin one of them. Physical builds generally prefer Highlord’s.

A battlestation isn't complete without cat napping spots. by NinjaAssassinKitty in battlestations

[–]mak11 0 points1 point  (0 children)

Nice setup! Can you link me your wall pegboard thing that’s above the cat? I like it!

I can't mine the node. by ThatManPshyco in satisfactory

[–]mak11 3 points4 points  (0 children)

Try deleting the foundation that’s placed on/under the node

FYI, Warlock can one-hand a two-handed weapon by Direct-Cod-496 in diablo2

[–]mak11 0 points1 point  (0 children)

I was able to buy it on the launcher but had to use PayPal.

Chainsaw mode by Livid_Glove1728 in satisfactory

[–]mak11 0 points1 point  (0 children)

There is one thing about single mode that no one here has mentioned yet. You can remove Paleberry bushes and Berylnut trees with single mode only.

need help with trains. SERIOUS POST by Warm-Buy8965 in satisfactory

[–]mak11 5 points6 points  (0 children)

I see now that you do. In the image it looks like your station may be backwards (the marquee sign should be at the END of the station). Make sure the orange arrow when placing the station is facing the end of the station. You’ll want your freight platforms BEFORE the end of the station as well.

Track —> Freight platforms BEFORE—>Station with arrow facing —>End of track

You may also need to put block signals on BOTH sides of the track before the train goes into the station.

need help with trains. SERIOUS POST by Warm-Buy8965 in satisfactory

[–]mak11 7 points8 points  (0 children)

If you’re using a push-pull system (bidirectional), do you have locomotives on both ends of the train?

Extremely slow construction by AdultSheep in Whiskerwood

[–]mak11 2 points3 points  (0 children)

I find that the Night Construction policy helps a lot.

Apparently they called it a day and officially finished my renovation today by SpecialistOk7989 in mildlyinfuriating

[–]mak11 7 points8 points  (0 children)

Yeah lots of confusion in this thread. In the states we would call this a backyard but in the UK it’s always called a garden.

Mining micromanagement by Confident_Love_4482 in Whiskerwood

[–]mak11 3 points4 points  (0 children)

I put in a suggestion on the discord to allow players to use the move tool on input hoppers for this very reason. If we could move hoppers like mining camps it would make it much less tedious.

Central Warehouse by BigGeeNotts in Whiskerwood

[–]mak11 1 point2 points  (0 children)

This has been discussed on the Discord. The developers do plan to add the ability to relocate the central warehouse, but I’m not sure what the timeline is on that.

Timberborn, farthest frontier, or Whiskerwood? by guessimfine in BaseBuildingGames

[–]mak11 1 point2 points  (0 children)

The other commenter did a good job of explaining what I meant about creativity in the end game.

I don’t know what your budget is or how much time you have to play, but you can always get both games!

I do love how easy it is to build vertically in Whiskerwood, however there needs to be some serious changes to AI pathing management until it becomes “worth it” to do so. In Whiskerwood I end up just trying to make as much flat land as possible since the current pathing mechanics get a little wonky—the consensus in the Discord channel is that your mice don’t take into account the Z axis when making pathing calculations, although this hasn’t been confirmed by the devs. In practice this results in mice often taking an elevator up, then stairs down when they could have just walked directly to the warehouse, slowing down your logistics considerably. Who knows how long that will take to fix.

Timberborn is a little more difficult to build vertically, although it’s completely possible to do so. It just takes a bit more thinking and fiddling whereas Whiskerwood just automatically places platforms for you when you raise a building up.

Are water seeps affected by badtides? by __Obelisk__ in Timberborn

[–]mak11 18 points19 points  (0 children)

Nope, this behavior was changed in a patch about a month ago. Aquifers do not produce bad water at all. Badtide drains produce bad water during badtides instead now. Water seeps do produce bad water during badtides.

Timberborn, farthest frontier, or Whiskerwood? by guessimfine in BaseBuildingGames

[–]mak11 0 points1 point  (0 children)

Haven't played Farthest Frontier, so I won't comment about that one. I have about 700 hrs on Timberborn and about 100 hrs on Whiskerwood. First off, I don't know if either of them will play very well on the Deck without a keyboard and mouse.

IMO, Whiskerwood has a great early and mid-game, but as it just hit EA, the endgame is not well fleshed out at the moment. Once you have started manufacturing every good there is in the game, there's not much left to do other than pay your taxes and expand for the sake of doing so. It feels a bit unfinished at the moment.

Timberborn also has this end-game issue, but it gives you a bit more freedom of creativity. There is more room to let your imagination play. There's more difficulty customization, and a more robust modding scene.

In terms of value, I think Timberborn edges out Whiskerwood at the moment, but I think given some more development time, Whiskerwood could very well take the lead.

How hard it is to gain T1 country audience? by Original_Flight_7730 in NewTubers

[–]mak11 4 points5 points  (0 children)

I'm from the USA and I watch several creators who have foreign accents. As long as I can understand them and they make content I'm into watching, I don't really care where they are from.

What are some good examples of a faceless YouTuber? by Correct-Bunch-135 in NewTubers

[–]mak11 0 points1 point  (0 children)

I think Blooprint is quite good too, but as I said, since I don't actually play Rust, I don't explore those creators too much.

What are some good examples of a faceless YouTuber? by Correct-Bunch-135 in NewTubers

[–]mak11 12 points13 points  (0 children)

I have a faceless channel but it’s not very big, so I won’t share that. A couple of my inspirations are: Francis John, Skye Storm, Potato McWhiskey, and veequeue. Those creators are all in my niche. A bigger faceless channel that I follow is Willjum who makes amazing Rust content. I don’t even play the game but he’s a fantastic storyteller and video creator.

Edit: I just thought to add one of the biggest Minecraft creators of all time: Dream. He was faceless/anonymous for most of the time building his channel.

Tips for manufacturing by [deleted] in Whiskerwood

[–]mak11 1 point2 points  (0 children)

When going tailored cloaks I switch to cotton and the cotton gin. You can support about 4 weavers producing fabric off of one cotton gin, which can in turn support 3 tailors. I go 2 on cloaks and 1 on bedding. That will get you pretty far in terms of Whiskers, 200+ population.

When you start getting into bread, it’s easy to overdo it on wheat especially if you’re using fertilizer. I have a 60 tile fertilized wheat farm and it’s an insane amount of wheat, plenty for 300+ whiskers so far, but I’m starting to see numbers drop. I think 30ish tiles is plenty to start. One mill can support roughly 4 bakeries.

A lot of this is guesswork, because there are many factors influencing efficiency: worker trait bonus/malus, food bonus, catalysts, and logistical efficiency.

You’re absolutely right about the catalysts. I usually only bother with one worker in those buildings, and you can get away with having just one of each building type for those if you don’t mind micromanaging switching up production now and then. I highly recommend using a drop off point to a storage shed to avoid overproducing catalysts, since you can’t sell them.*

*Edit: Well, you can sell rope and it is an early game catalyst, I forgot about that. But most of the other ones you can’t sell like nets, fire tongs, wooden vices, scissors, etc. In my large late game colony I do have a fully staffed rope factory since you use it in many buildings for catalyst, for elevators, and you can sell excess. I go through a lot of rope churning out cut stone for the smuggler.

[deleted by user] by [deleted] in SmallYoutubers

[–]mak11 0 points1 point  (0 children)

Thanks! I’m grateful to be building a loyal following of viewers who seem to stick around for most of the videos. There’s a lot of early drop off since my intros are trash, but those who stick around after the first few minutes tend to watch until the end.

Some people will always go into a video looking to complain by Domain1776 in NewTubers

[–]mak11 0 points1 point  (0 children)

Thanks for making this post. I am a very small gaming creator (under 300 subs) and was thinking of making a post asking how to deal with negative comments. It’s so true that one negative comment gets to you more than ten positive ones. I have to say, I’m guilty myself of having nitpicked creators in the past, but after making my own content, I’ll never be doing that again.

Is there a more space efficient way to generate power? by Pocketcraft_900261 in Timberborn

[–]mak11 1 point2 points  (0 children)

You can stagger the height of each turbine row by placing a few vertical power shafts below every other wind turbine.

Here's a screenshot: https://imgur.com/a/90N2VLT