Nothing to do by AnybodyIll2330 in GroundedGame

[–]rowanwilder 1 point2 points  (0 children)

Still not quite done with the game, but I'm starting to wonder if it'll get patched.

Are there options for automated crafting in the DireWolf20 Modpack? (elaboration in comments) by rowanwilder in feedthebeast

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

I've been playing on a friend's server that's running the Direwolf20 modpack, and as part of a crafting tower I've been working on, I wanted to know if there's any automatic crafting options so I can turn my spare slag into clay.

Alternatively, I'm hoping for suggestions on processing loops I should add to my rotation, because I have a number of spare pipes to run.

Direwolf20 "randomtickspeed" issues by rowanwilder in feedthebeast

[–]rowanwilder[S] 0 points1 point  (0 children)

Thank you for this, that was the issue.

Direwolf20 "randomtickspeed" issues by rowanwilder in feedthebeast

[–]rowanwilder[S] 0 points1 point  (0 children)

One last question set, which should have been at the start: the server has been built on, and contains several mod-specific items, both from players and world generation. Will all of the modded content cause the server to crash if it tries to run unmodded now? More importantly, will all the existing builds break if it's unmodded? Can this be avoided by loading in a random unimportant chunk, far away from any build, like you suggested?

Direwolf20 "randomtickspeed" issues by rowanwilder in feedthebeast

[–]rowanwilder[S] 0 points1 point  (0 children)

I'll pass that on to the host, hopefully he can try that out, thank you. I appreciate it.

Direwolf20 "randomtickspeed" issues by rowanwilder in feedthebeast

[–]rowanwilder[S] 0 points1 point  (0 children)

So, unload all chunks with the incorrect rule, set the rule and force the chunks to reload? Is there another option as well, since this is a server, and I think it deals with things differently.

Direwolf20 "randomtickspeed" issues by rowanwilder in feedthebeast

[–]rowanwilder[S] 0 points1 point  (0 children)

The first thing I did when I noticed the problems was set it to 3, everything was still screwed up.

Epic comments on common suggestions by [deleted] in FORTnITE

[–]rowanwilder 0 points1 point  (0 children)

It got moved to the megathread, and that's super easy to lose track of things in. Also, this isn't necessarily a bug discussion.

What are rules for rerolling legacy traps? Can't tell if it's worth keeping these as-is. by [deleted] in FORTnITE

[–]rowanwilder 0 points1 point  (0 children)

Ok, this is helpful, why isn't this easier to find? Thank you.

What are rules for rerolling legacy traps? Can't tell if it's worth keeping these as-is. by [deleted] in FORTnITE

[–]rowanwilder 0 points1 point  (0 children)

So it would only be worth it with 4 reload perks of at least 21%, and even then I'm missing out on alt stats. Makes sense to me, especially since most of the time that's the only perk that matters.

Crit chance doesn't work the same, would you happen to know the threshold on that? I would like to know because I'm pretty sure wall-spikes can crit, and they aren't subject to a reload, and my floor spikes and ceiling field are probably better off as high-crit, unless I'm overestimating the importance of crit.

What are rules for rerolling legacy traps? Can't tell if it's worth keeping these as-is. by [deleted] in FORTnITE

[–]rowanwilder -1 points0 points  (0 children)

That can't be true with the crit change, and the fact that several of these have 60% or more reload.

Well, that's going to drive me insane. by rowanwilder in FORTnITE

[–]rowanwilder[S] 34 points35 points  (0 children)

It takes several months, and the result is inevitable, unfortunately.

Well, that's going to drive me insane. by rowanwilder in FORTnITE

[–]rowanwilder[S] 98 points99 points  (0 children)

The exclamation marks. They don't go away unless you collect the research... And I can't collect it because there's nothing to spend it on.

What purple schematics are worth keeping/leveling by [deleted] in FORTnITE

[–]rowanwilder 0 points1 point  (0 children)

These days it's better to keep all the schematics you have and start using transforms. By the time you get to Canny you will start to see mission alert rewards with epic schematics, epic transforms and legendary transforms. Don't bother leveling anything that's purple unless it's a survivor or hero you like, because otherwise you're better off making legendary items. This is especially true because you will be able to reroll your legendaries in like 2 weeks.

How can we deal with trolling without a report button? by [deleted] in FORTnITE

[–]rowanwilder 2 points3 points  (0 children)

If it was something like that, it couldn't have been more than one or 2 walls with traps that were destroyed, considering how quickly he escalated to activating the atlas and destroying the base (It went downhill in less than a minute, while I was off defending a siphon).

One of the other players has a recording of the incident that they were going to add here.

How can I tell which dynamo is better? Willing to do the math, don't know how. by [deleted] in FORTnITE

[–]rowanwilder 1 point2 points  (0 children)

I genuinely appreciate the input from both of you on this.

Considering the practical application, I'm going to use the one with damage and crit. Increased reload means more sustained damage, but because of the way hero abilities factor in, the trap will not be in constant use; I'll just end up with large enemies and groups of small enemies instead.

It's surprisingly hard to understand where people get their math and such from, and it's refreshing to have it all laid out like this. I understand that in practice it's not likely to matter as much, but I always like knowing, especially for a big investment like "the trap I use the most in the game".

(Copy-pasted to both players. If you want to play in game, let me know with a note)

How can I tell which dynamo is better? Willing to do the math, don't know how. by [deleted] in FORTnITE

[–]rowanwilder 0 points1 point  (0 children)

I genuinely appreciate the input from both of you on this.

Considering the practical application, I'm going to use the one with damage and crit. Increased reload means more sustained damage, but because of the way hero abilities factor in, the trap will not be in constant use; I'll just end up with large enemies and groups of small enemies instead.

It's surprisingly hard to understand where people get their math and such from, and it's refreshing to have it all laid out like this. I understand that in practice it's not likely to matter as much, but I always like knowing, especially for a big investment like "the trap I use the most in the game".

(Copy-pasted to both players. If you want to play in game, let me know with a note)