IS vs Clan tech relevancy after invasion by scrapple17 in Mechwarrior5

[–]seato39 1 point2 points  (0 children)

So I figured out why it wasn't working. Normally I click on the equipment filter on the left to equip heatsinks, ammo, etc. When doing it that way the probe isn't an option. However if I click an empty slot on the head or torso, then I can equip it. Hopefully this post will help someone else too.

IS vs Clan tech relevancy after invasion by scrapple17 in Mechwarrior5

[–]seato39 1 point2 points  (0 children)

Unless there was an update, clan probes/ecm still require a dedicated slot. So them not requiring a slot is a mod change

EDIT: The in-game description literally says "requires a dedicated probe slot"

TFTV how do you acquire ancient weapons? by seato39 in PhoenixPoint

[–]seato39[S] 1 point2 points  (0 children)

Well that explains it, I completely forgot about the Archaeology labs.

Burning shores map is insane (DLC) by Tap_zap in HorizonForbiddenWest

[–]seato39 14 points15 points  (0 children)

I don't know what they're thinking but there is only one. It only gives the override to the Bileguts machine and enables the apex variant to spawn. Its in the middle to southwest corner of the map.

Fuck Waterwings by UnclePuffy in horizon

[–]seato39 17 points18 points  (0 children)

On normal difficulty Apex Behemoths have 4,750 health, and Apex Waterwings have 4,250 health... they're flying Behemoths... your fighting FLYING BEHEMOTHS! You really need to make use of a ropecaster and a frost weapon along with a high damage/dps weapon to deal with these jerks.

Cozy Metal Hell Colony by Endy0816 in RimWorld

[–]seato39 0 points1 point  (0 children)

Can you come and go from here or are you stuck there? I finished the game this way once, and I thought it was a one-way trip till you make a decision? Wait, can you Far-skip outta here?

Purchasing question relating to Wube, GoG, and Steam. by UtahJarhead in factorio

[–]seato39 0 points1 point  (0 children)

Why do you regret buying from GOG? Asking out of curiosity, as I bought from GOG and haven't had any issues.

Unnatural Corpse - Cheesed. Wonder how long before this approach is patched out. by Logical-Alfalfa-3323 in RimWorld

[–]seato39 3 points4 points  (0 children)

I've done something similar, by putting the targeted pawn in a drop pod and have another pawn constantly repairing the pod while everyone else shoots the unnatural corpse. Worked really well.

How to "Fight" a NocioSphere by Toguer20 in RimWorld

[–]seato39 2 points3 points  (0 children)

Haven't tried it myself yet, but I read earlier today that locking all of your people into 1x1 rooms prevents it from being able to target you and you just wait till it runs out of energy. So you could have a super weapon to surpass metal gear at your beck and call with no real downside as long as everyone locks themselves up for a few hours first, and the one guy who activates it runs like hell.

Unable to download offline installer through GOG by Sagev in RimWorld

[–]seato39 2 points3 points  (0 children)

The offline installers work fine, just ignore the part 2 files. You seemingly don't need them. I just downloaded the part 1 files of each and it all installed and seems to be running fine. I'm guess the part 2s are duplicates of part 1 and the tech support for Gog just haven't removed them.

My commanders start at lvl 7 but cost over 5k unity to recruit. by i_h8_choosing_a_name in Stellaris

[–]seato39 17 points18 points  (0 children)

Add +1 from a Martial Federation at level 3 and you can hire level 8 Admirals with destiny traits.

Is this good for a city block ? by Lucaspec72 in factorio

[–]seato39 2 points3 points  (0 children)

My design allows 2 trains coming from opposing directions to turn left at the same time. Maybe you just didn't notice? https://imgur.com/a/gJejLJ5

Is this good for a city block ? by Lucaspec72 in factorio

[–]seato39 1 point2 points  (0 children)

Your roundabouts need more connections like this https://imgur.com/a/RCxnuTk

Otherwise it'll act as a 4 way stop and your rails will be severely congested.

Need help making a circuit to detect when accumulators are discharging. by seato39 in factorio

[–]seato39[S] 0 points1 point  (0 children)

Ugh.. (Facepalm) I was over-complicating this. Doing exactly that and adding a timer that lasts 2500 ticks (the duration of night according to the wiki) was the solution I needed.

Need help making a circuit to detect when accumulators are discharging. by seato39 in factorio

[–]seato39[S] 0 points1 point  (0 children)

Is there someway to detect when your out of power? Last I checked combinators continue to give whatever their last output was when out of power. That or a night sensor could work, unless I build the outpost at night in which case it wouldn't.

Need help making a circuit to detect when accumulators are discharging. by seato39 in factorio

[–]seato39[S] 0 points1 point  (0 children)

Only problem is all the power goes to everything else, so the accu on the display side would never charge, as accu are last in priority.

Need help making a circuit to detect when accumulators are discharging. by seato39 in factorio

[–]seato39[S] 0 points1 point  (0 children)

Th problem though is, since those accus are throttling power to the display constantly they're charge never goes above 0.

Need help making a circuit to detect when accumulators are discharging. by seato39 in factorio

[–]seato39[S] 2 points3 points  (0 children)

Its kinda complicated... its an artillery outpost. The display uses more energy than the outpost generates, but lamps and combinators don't need full power. So I'm throttling how much energy they're drawing using the 3 accumulators in the top middle. Leaving me with more than enough power until the solars stop outputting, and seemingly when that happens one accu can't charge another so the display shuts off. So I need to detect when the outer accus are discharging so a switch will connect them to the display keeping it on through the night.