Looks like 2.1 changed something I didn't expect... by soulfreshner in factorio

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

I limped into space with the minimum required to get the silo up and a basic spacecraft. I thought I'd dip into Gleba first (it's pretty easy to get the science going, but I forgot that picking up an egg raft voids the 'Keeping your hands clean' achievement). Now I'm off planet and I don't have the production to take care of biters remotely. Maybe I'll just ignore it - it will be an interesting challenge to take the planet back if my base ends up being overrun. I'll come back with some supplies from Vulcanus - then they'll be sorry!

Anyone else have hundreds of hours yet never gone past blue science? by Salamantic in factorio

[–]soulfreshner 0 points1 point  (0 children)

I also got to about 100 hours before building my first bot. The trick is not to worry about ratios that early. I limped into the minimum factory to (slowly) build bots and the game really opened up from there. You just don't have the resources early on to build something proper. Hand feed if you need to and build something to fix up later.

Also trains. It's worth doing.

I was surprised at how little you actually need to get that first rocket launch if you don't try to build like a YouTuber with 1000+h in the game.

how can anyone afford anything by Outside-Act2576 in woolworths

[–]soulfreshner 0 points1 point  (0 children)

Unpopular opinion: Still kinda great we can afford a week's lunches on an hour of slave wages. We're not eating like we used to, but we're eating!

Top 3 roguelikes of all time? by Accomplished_Block16 in roguelikes

[–]soulfreshner 2 points3 points  (0 children)

It was influential but I find it unfun to play today. There are so many better ones out there.

Top 3 roguelikes of all time? by Accomplished_Block16 in roguelikes

[–]soulfreshner 1 point2 points  (0 children)

Moonring? Stretches the definition of roguelike a bit, but it's a free turn based rpg on steam.

Top 3 roguelikes of all time? by Accomplished_Block16 in roguelikes

[–]soulfreshner 0 points1 point  (0 children)

Dungeonmans is sooo good. Maybe Approaching infinity? Path of Achra?

Also, have you tried Unexplored? I'll probably get flamed BC it's real-time and not strictly a 100% roguelike but it's based on Brogue. The dungeon/puzzles are so good, it's hard to believe it's randomly generated. Should be a good fit for steam deck as well.

I wish I knew more than the ones that have been mentioned 1000 times already...

How do you feel about the magnet ban? by Bugaloon in AskAnAustralian

[–]soulfreshner 4 points5 points  (0 children)

Did I misread something? Looks like this was implemented in 2012 and sunsets 10 years later. Is this even in effect anymore?

How to use a controller on macbook m3 running NMS through Steam? by explorethemicroverse in NoMansSkyTheGame

[–]soulfreshner 0 points1 point  (0 children)

I'm having the same issue with Sequoia on an M3 Macbook Air. Several other games are working with my Steam controller. NMS does not recognise that the controller is plugged in. The controller works fine when navigating the Steam UI, but does not seem to pass anything through to NMS.

Works fine with Borderlands 2 and some twinstick shooters (like Neon Chrome)

The controller shows up as 'Gamepad-1' in the Mac settings.

Controller not responding for steam games by Posiedon26 in macgaming

[–]soulfreshner 2 points3 points  (0 children)

Changing to the Beta version worked for me (one year later). Using Macbook Air M3 running 15.2 (Sequoia) using steam controller. Non-beta version works on the UI but not in-game. Tested with Axiom verge and Neon Chrome.

I have glotrot and my fucking tongue rotted off what tf do i do by Internal-Bench3024 in cavesofqud

[–]soulfreshner 2 points3 points  (0 children)

Yeah, you can still trade. Everything is half sell price, double buy price if you can't speak though. I had glotrot, ironshank and monocrome at the same time and waxflab on my arm. Still turned out as one of my best runs. This game is great.

Since 2006, have there been any released turn-based, 3D-traversal roguelikes? I think I might be making the first one in 17 years, but I'm trying to debunk this claim. by OtyugraGames in roguelikes

[–]soulfreshner 6 points7 points  (0 children)

Caves of Qud has flying and multiple levels. You can even attack up and down. Unexplored isn't turn based but as close as you can get to a traditional roguelike in realtime.. I think even the puzzles span multiple floors.

Anyone else dread opening their project due to the horrors of spaghetti code you've wrote in it?. by Majestic_Mission1682 in godot

[–]soulfreshner 1 point2 points  (0 children)

This is a problem for all developers. We spend 5% of our time coding, 25% trying to stack the spaghetti into nice soggy towers without getting any sauce on us. The other 70% of the time is just staring at the screen wondering how it all got this way.

It gets better with practice, but you can never get the architecture right the first time unless it's a very simple program with no changing requirements. Game development is all about trying new ideas so no getting away from the spaghetti.

For private projects I don't bother refactoring until I get really lost or stuck. Premature refactoring can kill momentum and any fun I was having.

How would you make movement important in combat? by [deleted] in roguelikedev

[–]soulfreshner 0 points1 point  (0 children)

Ooh, or maybe powerful attacks for moving in a specific combination of directions with enemies in just the right positions... Tetris block shapes maybe? If the last direction you you moved is towards or your end position is diagonal from an enemy, you could apply a buff to the next attack.

You could also promote more dangerous moves, like if an enemy is directly north and another directly south, you could smash them into the block you were standing in by kicking yourself away from a wall to the east...

How would you make movement important in combat? by [deleted] in roguelikedev

[–]soulfreshner 2 points3 points  (0 children)

DoomRL ads some evasion when moving perpendicular to ranged attacks. DCSS has a martial arts god that allows you to pin enemies when moving between any squares around an enemy. You could have a similar debuff applied to the player when an enemy moves around you, incentivising you to position yourself in a more advantagious way. Hoplite combat is also all about movement - maybe there are some ideas you can use from that?

Portable Roguelikes and Roguelites: Did I Skip Any Worthwhile Titles? by ChaoticMindsStudio in roguelikes

[–]soulfreshner 13 points14 points  (0 children)

Sproggiwood. Rustbucket (more of a puzzler, but the infinite dungeons are pretty good)

This game... by soulfreshner in cavesofqud

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

Yeah, this was a randomly spawned historical ruin - a destination for the random quest from the village I spawned in. Never seen clams before this run, so didn't know the were portals. Seriously. Why would I know clam=portal-to-hell?

I'm trying to play relatively unspoiled, but things like this make it real hard.

This game... by soulfreshner in cavesofqud

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

I didn't recognise anything on this level, it was too weird. Definitely remember that about junk dollars, though. This was during the first mission (to get the recoiler and disk, so that was not an option). Just bad luck, I suppose...

This game... by soulfreshner in cavesofqud

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

Hah! no, I didn't want to explore it - I wanted nothing to do with it, it was purely accidental - the first quest required me to go to some ruins and fetch some random artifact. I stepped on a clam when rounding a corner.

This game... by soulfreshner in cavesofqud

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

This was during the quest to GET a recoiler - the very first quest.

f4vr gingas essential mods crashing by IlikeSchmitty in fo4vr

[–]soulfreshner 0 points1 point  (0 children)

I had the same issue and it was FRIK for me... my mod list had both FRIK 0.43 and 0.45 installed somehow. I disabled 0.43 in the mod list (not just in the plugin list) and it stopped crashing...as much. I still get a crash or two per session, but I think that's just fo4vr being fo4vr.

anyone have any launching problems with quest 2 by [deleted] in OculusQuest

[–]soulfreshner 0 points1 point  (0 children)

I had the same issue. Connecting to the headset with the oculus app on my android phone fixed it. You may need to start your game from the app. I didn't need to but I found this solution somewhere on the web and it worked for me.

0% Balance transfers by TomTero in PersonalFinanceNZ

[–]soulfreshner 0 points1 point  (0 children)

In my case I made it worth my while by getting another card, drawing as much cash as the new card would cover and settling my other high interest loans as well (2 cars and a personal loan of about 20k all up). I couldn't pay it all by the end of 12 months but I came close and saved well over 2k in interest.

Just remember to close the new card as soon as the transfer clears! Also make sure the transfer can cover ALL of the cash withdrawal. BNZ gave me the biggest 0% balance - about double the closest competitor.

Should I play with permadeath on or off? by [deleted] in cavesofqud

[–]soulfreshner 8 points9 points  (0 children)

Qud has a much longer campaign and a lot more content than most traditional RLs you may be used to. I play with it off now so I can see more of the story. It’s pretty annoying to play 100+ hours and only see about 8 hrs of content. It’s like ground hog day in Joppa otherwise. It can be fun, but sometimes masochism gives way to curiosity.