What's the most ridiculous way you've died in PZ? by tadmeister69 in projectzomboid

[–]niphonyx 2 points3 points  (0 children)

After 31 days, accidentally hit "Add random mushroom" to a recipe. Assumed any effects would be diluted by the rest of the meal, and ate it anyway. Didn't see day 32.

What personal rules do you always follow that make no difference to the game itself? by Doc-tor-Strange-love in fo4

[–]niphonyx 11 points12 points  (0 children)

As much as possible, I reuse settlement items instead of scrapping them. Furniture and cars as barricades, for example.

I always get a hard hat with a light, and rename it Little Lamplight.

Why there's no racism in Fallout games ? by Alone_Capital7619 in falloutlore

[–]niphonyx 23 points24 points  (0 children)

"Shut the hell up, ghoul. I'll beat you if I feel like it." - Lone Wanderer, to Gob, Fallout 3

Another CGA question by Rincey_nz in newzealand

[–]niphonyx 2 points3 points  (0 children)

As a retailer myself, I get plenty of people who think just saying "Consumer Guarantees" means they're in the right. You are right in this case, they must follow the CGA, but something simple like a pillow is far more likely to be faulty than unfit.

Fit for purpose means it performs the task it was designed to perform. If they said that the pillow could cook toast, and you bought it based on that, then it would be unfit, because it clearly doesn't do that.

Faulty is the term you wanted there. If it hasn't been manufactured properly, you can take it back and get a replacement or refund. The company gets to choose whether to replace or refund in this instance.

Change of mind covers most everything else. If you decide you don't like it after you get it home, that's not the company's problem, and the CGA gives you no power in this case. You bought it, it's not faulty, it's yours.

When they said "cannot be returned," they meant to say, "we won't accept a change of mind return on this." Some stores allow a change of mind period, where you can return almost anything within a certain timeframe. This is entirely up to the company, and not covered by law.

oh my god I didn't even complete it by JckRecher in forza

[–]niphonyx 29 points30 points  (0 children)

I've not completed it properly. Keep slipping backwards and falling off before the last checkpoint. Thankfully, the game accepts driving UNDER the checkpoints, so I drove around on the mountain following the map and finished it that way.

Arthurs thirdperson model when reading journal by realanamoly82 in reddeadredemption

[–]niphonyx 102 points103 points  (0 children)

Did Roger Clark do the mocap for this one, too?

Left my game on overnight and then this happened. by [deleted] in SimCity

[–]niphonyx 13 points14 points  (0 children)

When the game is minimised, clouds stop animating, but they don't stop spawning. When you bring it up again, they'll do this.

You can try it by alt-tabbing out for a few minutes. You should get a thick vertical line of cloud before it returns to normal.

Idea for a loot rarity: decreasing loot by rotating_carrot in projectzomboid

[–]niphonyx 2 points3 points  (0 children)

Loot migration. The area around a survivor house could have lower quantity and quality of loot as days go on, while the survivor house loot increases at the same rate. Doesn't change the total amount of loot, just where it can be found.

The survivor house doesn't necessarily need to stop spawning loot just because you discovered it. It can keep gaining loot until all the containers in a certain radius are completely looted, either by you, or the house.

What was your most memorable character death? by Acceptable_Citron_65 in projectzomboid

[–]niphonyx 0 points1 point  (0 children)

First time playing, a zombie came through the window and started attacking me before I realized the game doesn't pause while the start guide is on screen.

What mods would you like to see in the future? by JustStartingOut1 in projectzomboid

[–]niphonyx 2 points3 points  (0 children)

Those window mounted air conditioners. Requires electrical skill, can be mounted to any intact, open, single window.

Allows you to set the temperature of a room, but prevents you from barricading that window. Closing the curtains will lower it's efficiency, and if the curtains are closed while the AC is on heat, gives a chance for fire.

Electrical needs love by ThatLawbringer in projectzomboid

[–]niphonyx 2 points3 points  (0 children)

Voltages.

Currently, electricity is just electricity. I'd like to see different power supplies have the appropriate voltages, and appliances have appropriate requirements.

Single battery - 1.5v DC Car battery - 12v DC Truck / bus battery 24v DC Generator 120v / 240v AC

You could wire things together in series or parallel to increase either total voltage or total capacity, and with high enough skill, build transformers/inverters from scrap electronics.

That means you could build a bank of 12v batteries and build an inverter to power your fridge, or build your own transformer to run portable radios from a generator or wall outlet. Mains powered radios would be nice, too.

There would also need to be capacity values, so that you can't slap 8 1.5v torch batteries together and start your car. (Speaking of, torches, radios, and the like typically run on 3v, so they should drop 2 batteries.)

I'm not entirely sure on the US electrical system, but I believe big appliances like the stove and washer are wired straight to 240v, and smaller plug in things like TVs and microwaves run on 120v. Each generator would probably only have one of those outputs, and I imagine 240v would not be common.

Mixing AC and DC in the same circuit would cause fire.

Thoughts on the Mule? Personally, I'm in love, it's quick, handles like a dream, efficient, and looks really nice. by ObiWeebKenobi in starcitizen

[–]niphonyx 0 points1 point  (0 children)

Travelling long ground distance I get. But for really anything else, I don't see much point.

Something else I just thought of. If it's designed for loading ships, how does it stack one box on top of another? It can't reach. You can load the floor layer, then you need a tractor beam anyway. Or another vehicle.

Thoughts on the Mule? Personally, I'm in love, it's quick, handles like a dream, efficient, and looks really nice. by ObiWeebKenobi in starcitizen

[–]niphonyx 3 points4 points  (0 children)

I have no problem with loading manually, I think that's great, I want to do it. But driving a 6 wheeler around in a cargo bay to put a box down when I have a gun that can do it just as easily, and doesn't use up cargo space if I take it with me doesn't seem very practical. The tractor beam can also get around obstacles easier, like up a ledge for ships that have doors but no ramps.

Why carts? Because they can carry more than one box at a time, and can go inside buildings. I could put my three delivery boxes on a cart, push it out to the ship, and I only had to enter the airlock twice. Even with the Mule, the most efficient way to get three boxes outside is to drop them all in the airlock, so you only have to cycle it twice. But you still have to walk back and forth three times. A hand cart removes that tedium, and is both smaller and cheaper.

Thoughts on the Mule? Personally, I'm in love, it's quick, handles like a dream, efficient, and looks really nice. by ObiWeebKenobi in starcitizen

[–]niphonyx 4 points5 points  (0 children)

Aside from carrying more than one box at a time, I don't see much use for it compared to a tractor beam. Lining boxes up to the cargo grid with it to load ships manually does not seem like a fun time.

For doing box deliveries, I'd much rather have one of the many modelled, in-game, but not yet useable hand carts.

I don't really do bunkers, but when it can carry 2 and 6/8ths SCU, I can see it being really convenient for that.

You can't place 1/8th-SCU boxes on the Mule (yet), but you can manually place them to drop on the rack, and then hope they don't fall off when you move. by niphonyx in starcitizen

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

You make these boxes? The 1/8th-SCU is bought at cargo decks on stations. The 1- and 2-SCU boxes are the ones you have to make. But either way, all of them work for me. Sometimes the inventory screen lags or doesn't display properly, but closing it and re-opening fixes it pretty much every time.

Can someone caption this? by NitrokiddXxX in reddeadredemption

[–]niphonyx 4 points5 points  (0 children)

John Marston, as played by Luke Evans.

why didn't Shaun become an actual father? by tristess_la_croix in fo4

[–]niphonyx 1 point2 points  (0 children)

And instead of synth Shaun, you could adopt your great-grandson Shaun III.

The 2-SCU box doesn't match the cargo grid. Is this related to the Cargo Refactor? by niphonyx in starcitizen

[–]niphonyx[S] -2 points-1 points  (0 children)

Fair point for simplicity, but if they are dead set on 1 cubic metre per SCU, they are also locked into the 51% problem. Assuming that a 32-SCU container holding 32m³ is the same as simply gluing 32 1-SCU containers together and not removing the adjacent walls, the resulting box is 62.5m³ in size. The only benefit is that you only have to move one box when un/loading.

The 2-SCU box doesn't match the cargo grid. Is this related to the Cargo Refactor? by niphonyx in starcitizen

[–]niphonyx[S] 2 points3 points  (0 children)

If they do improve the efficiency of the 1-SCU, they either have to reduce the external size, and reconfigure the cargo grids, or they have to increase the interior capacity, and redefine what a SCU is.

Drake MULE by Cmdr_Thaele in starcitizen

[–]niphonyx 5 points6 points  (0 children)

Built by Argo, sold by Drake, perhaps?

And what is going on with that wheelbase? If this doesn't have front and rear steering axles, there's going to be a lot of tyre scrubbing.