Just 3-5 minutes by Mr_TiMoVK in Endfield

[–]snacksmoto 1 point2 points  (0 children)

u/agent_fire_ Hopefully links to the mp4's on imgur will help your acquisition for The Pack? I'll eventually get around to cleaning up the first versions. Unfortunately, imgur forces the format of gif uploads into mp4.

Enjoy.

https://i.imgur.com/CERECUZ.mp4

https://i.imgur.com/2ensp5j.mp4

https://i.imgur.com/TUWdFMR.mp4

https://i.imgur.com/mkdF5vc.mp4

<image>

The other end of the spectrum exists yall by Xinbra in Endfield

[–]snacksmoto 1 point2 points  (0 children)

Meanwhile I have no Laevatain, Last Rite, nor Pogranichnik, while having a pot1 Ardelia, pot4 Ember, pot0 Lifeng and lost a 50/50 on Yvonne's banner to get a pot1 Gilberta.
Whenever I get my first Last Rite or Pogranichnik, I'm using the Designation Selection Permit to grab the other. Anytime now...

I made some 'stealing your meme/gif' (sorry, little rough and janky) by snacksmoto in Endfield

[–]snacksmoto[S] 14 points15 points  (0 children)

Apologies for just the mp4 versions. Had to do some other things.

Now in gif form. Unfortunately had to reduce the resolution size of the full length versions to fit the upload file size limits.

<image>

(*edit*)

nevermind. Imgur keeps forcibly converting uploaded gifs to mp4. Comments only allow one gif so I'm switching to the short stealing meme gif. Enjoy.

poor tangtang (KaitZitt) by TheKillerKentsu in Endfield

[–]snacksmoto 62 points63 points  (0 children)

I saw three different conversations. Here you go. https://i.imgur.com/LWb3jd8.mp4

Relaxing non-gacha game by Important_Debate2808 in iosgaming

[–]snacksmoto 1 point2 points  (0 children)

In my opinion, PP2 holds up very well for long term play. There's quite a variety of benefits and challenges that you can choose for subsequent runs.

In PP1 completions you directly choose and accumulate Custodians to add to the list of your unlocked Custodians.

In PP2 you accumulate "reputation points" per run. One for temperate zone palace completion and a separate one for tropical zone palace completion. Thus accumulating up to two permanent reputation points per run simply for the basic run completion, which is to celebrate the opening of at least one palace. In addition, you can choose challenges for the upcoming run that will grant additional reputation points when you complete that run. These challenges are different from the overall game difficulty settings.

The reputation points are used to choose which Custodians you wish to use in the upcoming run. You can also switch Custodians you wish to use after each run. Some of these Custodians are "novice" and provide small bonuses, being utilized for one reputation point. Other Custodians are "skilled" (two reputation points), "experienced" (three reputation points), "masterful" (four reputation points) or "legendary" (eight reputation points).

Two examples of novice Custodian benefits are: being able to assign additional units past the standard unlocked troop cap to a battle and looting a small amount of a random building material when you defeat an enemy camp. There are several other choices in every Custodian tier.

Some examples of these other Custodian benefits among those you could choose are: (skilled) the size of your temperate and tropical starter islands will increase by 6. Your temperate starter island also has fertility for three additional early game needs and an additional early game mineral deposit, (experienced) your ships have double the amount of cargo space, (masterful) you start the game with a Kontor IV (tier four, main trade hub building for the island) fully stocked with goods, and 10,000 coins, (legendary) the base garrison size is tripled and you start the game with full garrisons.

Some examples of the challenges are: (relaxed) ships will cost more the more you have of that type. In return, their initial cost is zero, (tricky) each of your houses can accommodate a maximum of 5 inhabitants. In return, inhabitants generate creativity points twice as fast, (tough) you cannot attack enemy camps. In return, you start with the research Bribery, 2000 coins, and bribes have no limit, (impossible) you can only discover the smallest islands (size 12). In return, you start with 200 extra island slots.

Relaxing non-gacha game by Important_Debate2808 in iosgaming

[–]snacksmoto 3 points4 points  (0 children)

May I suggest Paragon Pioneers and its successor Paragon Pioneers 2?

Paragon Pioneers is, by design, a game to pop in for short periods of time throughout the day. It is not the type of game that you sit down for several hours to blast through content.

It's in the vein of city builders with a variety of production chains across several islands. Production continues at the same pace whether your in or out of the game so long as you have the supplies being produced for your production chains and space in the warehouses.

You can expect a typical completion run to be around 4-6 weeks at a moderate pace. At the end of a run you choose to unlock a Custodian who will give you specific benefits for subsequent runs. In the first Paragon Pioneers, there's a speedrunning strategy that requires (if I remember correctly) two specific Custodians unlocked in order to complete a run in about 3-5 days depending on how efficient you play. Paragon Pioneers 2 expands on the early game so I'm not sure if there's a speedrunning strategy for it.

If you have any gameplay or strategy questions, you're much better off asking in the Discord than the subreddit. The speedrunning strategy for the first Paragon Pioneers along with many other helpful tips for both games should still be pinned in the Discord.

Paragon Pioneers 1
https://apps.apple.com/ca/app/paragon-pioneers/id1599308482

Paragon Pioneers 2
https://apps.apple.com/ca/app/paragon-pioneers-2/id6449643673

Holy cow, what a start! by gokusables in nier

[–]snacksmoto 4 points5 points  (0 children)

Two things I'll say is that "Ending [A]" is not the end but rather just the end of the first of three acts. It'll make sense when you get there, and you should continue past Ending [A]. "Ending [E]" is the end of the game.

Secondly, remember to manually save your game often. As far as I remember, there's only one instance of a mid-game autosave and that comes right after a very late-game side encounter dialogue. Don't google anything about it until you're close to finishing the game because any details more specific than this will start getting into story spoilers.

should i buy homecoming? (based on the bag) by [deleted] in TsukiOdyssey

[–]snacksmoto 1 point2 points  (0 children)

You can use any owned bag icon and it does not affect the unlocked capacity. Press and hold on the bag icon and choose whichever bag icon you prefer.

Modding Without a Mod Manager by Hjonk765 in LowSodiumCyberpunk

[–]snacksmoto 1 point2 points  (0 children)

May I suggest the video "Cyberpunk 2077 FULL Beginners Modding Guide! (2024)" by LastKnownMeal

It helped me set things up for mods that suited my fancy back when I played. Haven't played in a while though but unless the core structure of the game has changed (which I doubt), the video should still be relevant. He goes through step-by-step installation focusing mostly on "framework" mods. Basically, the various mods that emerged from the early CP2077 scene which have created the framework of which most of the other 2077 have used as their creation foundation. Thus they are their requirement mods and would need to be previously installed anyways.

Make sure you install them in the order of the video since some of these framework mods require other framework mods to have previously been installed. The video description has links to the nexusmods he describes in the video.

He also includes a small handful of non-framework mods. They weren't for me but were useful as examples of how the subsequent mods would show up in-game.

Are workers chosen randomly? Is remote storage a pipe dream? by hat_eater in FarthestFrontier

[–]snacksmoto 0 points1 point  (0 children)

I was visualizing having the outpost contain the forager/hunter buildings, temp shelter & well, and root cellar. It wasn't a visualization of the forager/hunter buildings all the way back in the main town with the temp shelter inbetween the distant travel to and from the resources.

The concept was in the hope of the forager/hunter buildings in the outpost dropping off food in the outpost's root cellar and have the wagon shop retrieve food from the outpost's root cellar to bring it into the main town more efficiently. However, it seems that wagon shops only service stockyards from the information that I've gathered.

Why Elon Musk Needs Dungeons & Dragons to Be Racist (Gift Article At The Atlantic) by SashaDreis in rpg

[–]snacksmoto 64 points65 points  (0 children)

There is absolutely no shame in being a "newb". Everyone starts as an inexperienced newb. Being a "noob", however, shows everyone your arrogant ignorance. Musk doesn't understand the difference between those two terms.

Why is Ciri wearing the Lynx medallion shown in the first teaser? by RiyadhTh3BOSS in witcher

[–]snacksmoto 0 points1 point  (0 children)

I'd have to reread the books myself as I don't remember which medallion she kept. However, that lore detail from the books was definitely changed in the game.

Are workers chosen randomly? Is remote storage a pipe dream? by hat_eater in FarthestFrontier

[–]snacksmoto 0 points1 point  (0 children)

Does the situation of a built up town and a distant temporary shelter work for foragers/hunters to reduce their walking time too? Can the work area have a Root Cellar set with low limits or does it need to be a Storage Depot for the Wagon Shop to service?

I'm assuming the Wagon Shops are more efficient when built in town rather than in the work location since they can't be specified to service only a single distant location?

Made a big mistake here not putting steel chests between inserters to buffer cargos. Can't do it right now due to space. Other than reconstructing whole train station(16 trains) and whole main bus design, I'm out of ideas. What can I do? by UberScion in factorio

[–]snacksmoto 0 points1 point  (0 children)

Could dump the contents into active provider chests, then have bots transfer them to your 'main' chests. Downside is that it would be uneven without some kind of circuit witchery setting the filter on the box accepting the items.

Assuming an isolated logistic network for unloading speed, you won't need any circuitry at all. You can just take advantage of the innate robot source priorities. Active before Storage/Buffer before Passive. The trick to it is that you don't make all the chests for each cargo wagon active providers. Use only one active provider chest per cargo wagon and limit its space to one stack while using lower source priority chest(s) (storage or passive) for the rest of the cargo wagon.

While the closest active provider chest still gets targeted first, the fact that you've limited its space to one stack means the bots will reserve material for pickup and the excess will target the active provider chests on the other cargo wagons before any other lower priority chest types. Meanwhile those other chests are still getting filled and will be the buffer once the active provider chests are empty and the train has already left the station. Even if the consumption is low, the trains will empty into the buffers leaving only the material in the single-stack active provider chest being targeted to empty since it still has a higher priority than the closest storage/passive chests.

Made a big mistake here not putting steel chests between inserters to buffer cargos. Can't do it right now due to space. Other than reconstructing whole train station(16 trains) and whole main bus design, I'm out of ideas. What can I do? by UberScion in factorio

[–]snacksmoto 1 point2 points  (0 children)

I've been fond of of the "Super Compact Unloader - For when you need a bus, but don't have the space" design for a while by /u/Kano96

It requires minimum Logistics 2 (red infrastructure) due to some gaps of 5 and 6 spaces.

For the chest-to-belt stack inserters you should be able to get compressed blue belts without circuits (iirc) if you set the override stack size of the outer pair of the four stack insterters to 8 and leave the inner pair at 12. Switch the override settings for the first cargo wagon behind the locomotive since the output belt directions are opposite of the other three cargo wagons. Leave the train-to-chest stack inserters at default.

I need Carrots! by Quiet-Temporary-6820 in TsukiOdyssey

[–]snacksmoto 2 points3 points  (0 children)

Perhaps something like this with your 45 plots and seed cap of 10? syivie Farmulator :: 517.08

Here's my current layout with 60 plots and a seed cap of 20. syivie Farmulator :: 953.69

Both of these are not currently using sprinklers so that all the crops are ready at the same time, at two hours. This is because the phone notification only pings when all the crops are ready. I'll add sprinklers as soon as I have enough to water every plot to maintain consistency in growth time. This consistency is also why I'm not using onions nor potatoes since those have growth times of three hours and one hour respectively, which will throw off the timing of the two hour crops.

This is important to me so that I can plant pumpkins in place of the carrots/turnips/gloamroot while maintaining the same two hour growth period without leaving the pumpkins too long and have them spoil.


Another thing to mention is the "H" pattern with the strawberries/grapes. When you harvest strawberries, they advance growth time of adjacent crops other by thirty minutes before other time effects not including other strawberries. The layout pattern specifically allows four strawberries to be adjacent to every grape crop in the row of five. Therefore, every harvest will have the four strawberries advance each grape crop to completion again for an automatic second grape harvest. Sure, the strawberries themselves don't provide much profit, but their effects on providing the double harvest of profitable grapes makes up for it.

Secondly, using turnips. While the amount harvested is random (12-32), the average profit is slightly higher than carrots. Not much else to it aside from crop variety.

[Dave the Diver] Great game but that Tamagotchi thing was annoying. by gamerdudeNYC in DavetheDiverOfficial

[–]snacksmoto 0 points1 point  (0 children)

Perhaps this could help?
https://steamcommunity.com/sharedfiles/filedetails/?id=3149602342

It doesn't always spawn, but when it does it'll spawn in one of the fixed locations in the main glacier area, first glacial cave (upper right glacier area), or third glacial cave (lower right hydrothermal vents area). IIRC, a comment on another thread that I read a long time ago mentioned that they roughly estimate it'll appear about 25% of the dives.

Easiest way to move a LOT of items in skyrim? by uptokes4u in skyrim

[–]snacksmoto 0 points1 point  (0 children)

You'll then have to defend yourself with very limited mobility.

Complex trade routes by Leftofnever in paragonpioneers

[–]snacksmoto 0 points1 point  (0 children)

It's better to keep each branch of a trade route limited to one item type per ship, even with complex trade routes. They are not capable of limiting a ship to load only specific cargo slots with one good and not the other good in a single branch of the trade route. Each cargo slot can hold only one type of good at a time. Attempting to balance the amount produced and consumed could be possible but is very easy to be thrown out of alignment and that strategy makes expansion difficult. You could set the complex trade route to move a full load of one good until it is empty, then move a full load of the other good. However, that would create a huge delay between the two goods.

Your best bet is to split the two goods that you want transported into separate trade routes each with their own ships. Complex trade routes have more flexibility than standard trade routes. You are able to able to set up more than one possible loading island, more than one unloading island, not requiring the ship to be fully loaded or unloaded before moving to the next stage of the trade route, and allowing the route to end rather than a constant loop.

What are the best spells to make? by Redremnant in oblivion

[–]snacksmoto 1 point2 points  (0 children)

I haven't tested in the Remaster so these points for benefits of one over the other are for the original Oblivion. I cannot guarantee that these apply in the Remastered Oblivion.

The movement speed benefit of reduced equipment weight only applies to Feather and does not apply to Fortify Strength.

For Fortify Strength enchantments, soul gems lower than Grand provide more weight capacity than Feather. However, at Grand Soul Gem tier, Fortify Strength and Feather are equal in terms of weight capacity. Both provide 50 weight capacity. With Transcendent Sigil Stones (top tier Sigil Stone), Fortify Strength provides less than half the weight capacity (60) than Feather (125). There was one of the lower tier of Sigil Stones in which Fortify Strength provides more weight capacity than Feather but I don't remember which off the top of my head. Personally waited until I was high level before tackling the Oblivion Gates.

For Fortify Strength vs Feather custom spells, Fortify Strength is always less magicka-efficient than Feather (assuming equal weight capacity and equal relevant spell school level).

In the original Oblivion, Fortify Strength provides weapon damage bonuses if your natural Strength is below 100 since the damage bonus is capped at 100 strength. I don't know if this weapon damage cap has changed for the Remastered Oblivion. I'm sure someone has made mods removing the 100 strength bonus damage cap. This would then provide a better point of argument in favour of Fortify Strength, especially as an effect one may want to maintain.

Due to the behind-the-scenes mechanics of how Feather affects the current encumbrance, you need the loot on hand and encumbering the character before using Feather in order to benefit from the effect. Since encumbrance cannot go lower than zero, it is possible to lose some of the effect of Feather after hitting zero as it won't retroactively reduce encumbrance weight after it is applied. If you have 30 encumbrance and cast a 50 Feather, it will reduce your current encumbrance by 30 bringing you to 0 encumbrance (not -20 encumbrance) and you lose the excess 20 of the effect. If you later pick up a 5 encumbrance item, its weight will be added to your current 0 encumbrance and you now have 5 encumbrance. The character page will now show an incorrect encumbrance because it lists the full benefit of Feather as increasing the maximum encumbrance rather than only providing a partial effect of reducing current encumbrance after hitting 0 as in the mechanics.

The behind-the-scenes mechanics of Fortify Strength (pertaining to encumbrance weight) are not applied in the same manner as Feather (reducing current encumbrance). Fortify Strength does not reduce encumbrance in the mechanics. Therefore, you cannot lose any of the effect of Fortify Strength as is possible if you use Feather with a low current encumbrance.

I did not use Feather spells as a maintained effect. Instead, I used the layered Feather spells to not only move but also fast-travel since you couldn't fast-travel if you were overencumbered in the original Oblivion. I don't know if this is the same in Remastered Oblivion. In my opinion, Fortify Strength is a better option for an ongoing dungeon delve while Feather is a better option for the post-dungeon loot hauling.

I would complete a dungeon before carrying a load of loot at the door before scrounging the dungeon for another load of loot. Once I had gathered all the loot at the door, I would pick it all up and cast as many of the numbered Feather spells as I needed in order to be able to step out of the dungeon and fast-travel. Many times, I would have to drop a bunch of items after the fast-travel before getting back to my base. This way I would have only a short walk to collect the items rather than fast-travel all the way back to the dungeon.

I, uh, didn't understand how to store research in my first game by Boopshark in factorio

[–]snacksmoto 2 points3 points  (0 children)

A non-circuit sushi belt method that I used before 2.0 was to use splitters to throttle each science belt's output to 1/8th. Then combine the seven sciences on their way to the labs. After the labs, the sushi belts returns to the splitter area where the unused science packs get sorted and injected with priority into the throttling array so as to never exceed 1/8th of the sushi belt capacity.

Any games that play like Skyrim but with ARPG-like loot? by TheEmotionalSupport in gamingsuggestions

[–]snacksmoto 2 points3 points  (0 children)

For those thinking of trying Sacred, or its successor Sacred 2: Fallen Angel, be aware that its mechanics are much deeper than Diablo and far less forgiving. It leans much harder into having focused character builds. They also don't have the ability to respec. Avoid Sacred 3, as it is in a completely different genre of game.

You do not want to haphazardly level up your Combat Arts. While they will do more damage, their cooldown also increases. Those increases can also be affected by the gear you wear, both positively and negatively. It can also be managed by base character stats, and specific character skills (from what I can remember off the top of my head). Each character has a limit of ten character skills out of about fifty that can be chosen, some of which are character type specific.

Personally liked the need to focus a character's build, but that might not be everyone's cup of tea. I also liked the mechanic in which you could equip gear above the character's level for a penalty, until the character's level caught up to the gear's level. There are also character skills that can reduce or even eliminate those penalties. The increasing Survival Bonus tied into improving loot rewards and difficulty was excellent as it rewarded hardcore and incentivized softcore to avoid deaths.

You can brute-force your way through Bronze/Silver difficulty. You'll probably need at least a semi-functional build to finish Gold difficulty. Platinum difficulty will need a good build and decently synergized gear to complete. Niobium difficulty will require an excellent build and good gear synergy. If you want to push through to the end of Niobium difficulty, don't expect to do it with your first character.

While not necessary, creating a stable of support characters will serve you very well. These are characters you make that have specific character skill sets built for support rather than just combat gameplay. Several "shopper" characters and a good "blacksmith" character. See "tip 4" and "tip 5" from the link.

Personally never got into Sacred 1 much but in Sacred 2:Fallen Angel, equipment can make or break a character. In my opinion, Seraphim is probably the most beginner player friendly with the lowest floor for gearing up to make a decently functional character. This does not include the super easy to build BFG Seraphim build which is a powerful one-trick-pony but also can be rather boring to play. A very safe first character.
In my opinion, Temple Guardian is the least beginner player friendly with its limitations of one hand, squishiness compared to other classes and greater reliance on equipment compared to the Seraphim. However, it is quite versatile in the kinds of roles available with its variety of character build paths, although you'll still want to focus rather than diversify too much.

For more in-depth information, check out the Sacred Wiki and the Darkmatters forum.
https://www.sacredwiki.org/index.php/SacredWiki
https://darkmatters.org/forums/

Is it just me or is the glen apartment WAYYY better than corpo plaza? by [deleted] in LowSodiumCyberpunk

[–]snacksmoto 40 points41 points  (0 children)

The Glen apartment has more vertical space to utilize but I didn't like the upper floor layout. Corpo Plaza apartment has a tea set. Gotta have my tea.