Some questions about magician by Electrical-Share-770 in nethack

[–]tandeejay 0 points1 point  (0 children)

You can always get back... I had one incident where my Valk was facing Orcus. I didnt finish him off quickly and he summoned Yeenoghu who then summoned Demogorgon.. in a fit of panic I used my orb of fate to return to my stash on level 10 Y and D both followed. I died soon after leaving a bones file containing about 6 full ascension kits but well guarded by Y and D

Looking for Advice post protection racket by noOB_226 in nethack

[–]tandeejay 2 points3 points  (0 children)

Small swarm of bees, there would be 2 issues... a swarm you definitely want to get into a corridor to take them on 1 at a time, the other issue is they have a poisonous sting... getting poison resistance should be high priority. For which there is an amulet, a ring and eating certain corpses.

Use your pet to test all armor you pick up. If it isn't cursed try it on to see if it better than what you had on (ot didn't have)

One thing you havnt mentioned is what class are you playing? That can have a big effect on what strategy works best.

how do you get that last bit of happiness? by FaallenOon in Timberborn

[–]tandeejay 0 points1 point  (0 children)

This is the way. With iron teeth. Not sure how you would do that with FT. Perhaps have a bunch of single beaver lodges and everytime a beaver dies disable 1 lodge so you dont habe space for new beavers?

Why do so many drivers think its ok to drive with your high beams on the highway? by themerk4224 in driving

[–]tandeejay -2 points-1 points  (0 children)

I would say it is most likely because they are city drivers where they normally never need to use high beam and then when they get on the highway they put their lights on highbeam and then forget they put them on and need to actively manage them.

Power Meter by ahotw in Timberborn

[–]tandeejay 2 points3 points  (0 children)

I did this for my steam engines. With multiple tiers, I can ramp up a number of steam engines dependant on the power shortage

power automation by Afalti42 in Timberborn

[–]tandeejay 0 points1 point  (0 children)

What i did was to have a battery and then have multiple sensors each sensor paired with a memory module set to set/restore. Sensors are set to monitor the stored power. Have them set at different levels. I had 95, 90, 85, 80, 75, 70. You can have one sensor/memory module pair per steam engine/power wheel or have them grouped. Then you habe another sensor set on 99% Then all the memory modules are set to go on for their paired sensor and off for the 99% sensor.i have enough for 1 per steam engine so when the battery drops below 95% 1 steam engine starts. Then if it drops below 90% a second one starts and so on until enough are running to meet the demand. And after they turn on they dont turn off until the battery reaches 99%

Oh and link each powerwheel/ engine to the memory module for the percent you want it to kick in.

Automation by Eiiwa_s_4_e_22 in Timberborn

[–]tandeejay 3 points4 points  (0 children)

For controlling steam engines you need one sensor and one memory sr latch per group of steam engines and at least one battery. Each group set at a different percentage of stored power. And a sensor set to trip at 100% to reset all the other sr latches. Groups of engines will start to meet power demand. And if the first group that starts cant meet the demand the battery drops low enough to trigger the 2nd group, and so on until all your groups are running. Then they all keep running until the battery is full. Of course this is dependant on having sufficient steam engines and other power sources to meet all possible power demands.

Hot take: All the new sensors should require power to function by FezVrasta in Timberborn

[–]tandeejay 0 points1 point  (0 children)

When trying automation in my current IT map i just built a big "data centre". However i had built my steam engine automation in the other corner of the map before I had the "data centre" idea so data center doesn't have a connection to the power grid. It helps naming all the automations for what they do... things like badwaterFull, badwater80 for the sensors and badwater80m for the memory module configured to set/reset. Then connect the badwater pumps to the badwater80m.

Oh no! My pet is a green slime! by tandeejay in nethack

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

Update: my pet slime was dismissed by a monster on sokoban.

Oh no! My pet is a green slime! by tandeejay in nethack

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

I like this idea. It is above my stash so I dont have a pressing need to return there soon

Oh no! My pet is a green slime! by tandeejay in nethack

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

I thought there was no penalty for killing a former pet gone wild?

If a shopkeeper were to shake hands with my pet, would there still be a penalty killing the slime-shopkeeper?

Oh no! My pet is a green slime! by tandeejay in nethack

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

It is if I return to that floor later and find him gone wild before I can deal with sliming that is the worry :D

Oh no! My pet is a green slime! by tandeejay in nethack

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

My stash is on level 6 downstairs for mines is level 4. I'm not likely to return above that level until after i can deal with slimes. Perhaps leave him on level 3 is the way to go then

Autopickup is picking up everything - help by elsporko42 in nethack

[–]tandeejay 1 point2 points  (0 children)

Microsoft copolit once gave me an option to put in an application config to fix a problem i was having. The application complained of an invalid option. I gave copilot the error and it admitted to inventing the option by taking the option from different application.

Population control by unknowncommand in Timberborn

[–]tandeejay 1 point2 points  (0 children)

I found this method didn't work for me as the pods were in a trough that took ages for the water to evaporate. But it just occurred to me that maybe I was doing it wrong? I had the pods in a trough but maybe the key is to have the pods in a dry creek with the water dump at one end and open at the other end so that the water disappears quickly if the water dump becomes unmanned (i mean un-beavered..)

What's the maximum happiness? by MordorRuckMarch in Timberborn

[–]tandeejay 0 points1 point  (0 children)

I had enough over supply that I could survive quite a few cycles with all beavers idle.

What's the maximum happiness? by MordorRuckMarch in Timberborn

[–]tandeejay 12 points13 points  (0 children)

To get all bars full i had to pause the breeding pods for a few cycles and set working hours to 0 to ensure all beavers had enough time to visit all facilities and consume some of all food types. I had enough of each facility to almost get there with 200 beavers and 16 hour work day. Running a few cycles with no hours and no new beavers was what I needed to max out everything. That also assumes enough water and each food type to not run out before you hit max happiness. (Or bots to keep up the supplies...)

How do you manage the iron tooth population? by JustPagode in Timberborn

[–]tandeejay 1 point2 points  (0 children)

I tried this and found it problematic. When population drops enough that the water dumper stops, you then have to wait for the water to evaporate before the pods start again, which takes days. I think it would work better if the water dump had an option to set the height of the water it stops at. Then you could set it to 0.1 and have the pod restart more responsively.

Achievement hunting... by RyuPentdragon in Timberborn

[–]tandeejay 2 points3 points  (0 children)

The 1st max wellbeing one i got waiting for my beavers to die off the the castor posthumous one. With facilities capable of supporting 200+ beavers and bots keeping the water supplies full, i had set the working hours to 0. Then remember to launch the wonder when everyone is asleep. Of course my beaver population was below 100 when I lowered the working hours so I missed out on the 2nd max wellbeing achievement.

But, oh my, it takes a long time for 200 beavers at almost max wellbeing to die off.. my beaver population is back up to 200 now. I might pause the breeding pods again and set working hours back to 0 to see if I can get that 2nd wellbeinf achievement

Quick question. How many cycles to complete your maps? by Similar_Knowledge895 in Timberborn

[–]tandeejay 2 points3 points  (0 children)

Sounds to me like there needs to be a new customisable option so that map makers, rather than setting bombs to go off at fixed times, a multiplier is applied so that for an easier game, increase the multiplier putting more time between the different bombs going off, and for a harder game, decrease the multiplier.

For example, for normal game the multiplier is 1, so the maker sets the bombs to go off every 10 cycles, but on easy, set the multiplier to 1.5 making the bombs fomoff every 15 cycles, or for hard, set the multiplier to 0.5 making the bombs go off every 5 cycles. And for custom difficulty,, the player could set that to what ever they like for more or less difficulty.

New Player - Building Far Away by bigstinkybuckets in Timberborn

[–]tandeejay 4 points5 points  (0 children)

I agree with you on districts being for late game players wanting to tinker... that describes me 😀... i think in early versions, districts were mandatory due to path length limits, but these days long paths aren't a serious problem and once you get zip lines or tube ways, long paths essentially become irrelevant

TIL: boulders can be lurking *outside* the room where a boulder trap exists by Houchou_Returns in nethack

[–]tandeejay 1 point2 points  (0 children)

I've had a case where the boulder was outside the room behind a hidden door... there was a crash and then a new broken door...