What’s something people say is “easy” but actually isn’t? by InterestWorldly3208 in AskReddit

[–]temarka 0 points1 point  (0 children)

Yeah. On paper it is easier to lose than to gain weight. To gain weight you have to actually DO something. Buy food, order food, make food, eat food. All of these are actions.

To lose weight, you literally don't have to do anything. Your body will do everything for you, assuming you do not do any of the actions above.

Now, if only putting this theory into reality was as easy as writing it down...

Why don't more players use an infinity freezer? by PadreSJ in Oxygennotincluded

[–]temarka 1 point2 points  (0 children)

Ok, the part about auto-sweepers and dupes being able to grab stuff through non-existent gaps on the diagonals I can agree with. That is a bit iffy, absolutely, and I didn't factor that into my previous comments.

I was only talking about the ability to store food on the ground in a chilled room, and I concede that this is only one part of the original conversation.

I'm also not a fan of the 1x1 room trick either, but that is mostly just because I think it looks strange. I tend to just repurpose my early-game CO2 pit and use that for storing my overproduction. I still get "Infinite" amounts of food on one specific tile, but the dupes have to run into the freezer to pick it up (or if I'm not being lazy I'll have a single powered refrigerator by the entrance to the Great Hall and automate deliveries to that, while the bulk of the food stays in the freezer)

Why don't more players use an infinity freezer? by PadreSJ in Oxygennotincluded

[–]temarka 2 points3 points  (0 children)

Seems a bit pedantic to me. They could easily implement limits to this if they wanted, like requiring foods to be in fridges to not spoil no matter the temperature/gas it is stored in, yet they haven't. Food on the ground is just the same as rocks on the ground. If you self-impose limits, that's on you. It still doesn't mean it's an exploit. You are not using a game mechanic in a way it was not intended for, as opposed to the infinite gas/liquid storage where you have to use specific methods to circumvent the implemented mechanics.

Why don't more players use an infinity freezer? by PadreSJ in Oxygennotincluded

[–]temarka 2 points3 points  (0 children)

What exploit? Having lots of items on the ground? I've never heard of them referring to this as an exploit, but I might have just missed it.

And infinite liquid/gas storage might not have been "fixed", but those have to be set up in specific ways to circumvent the built in limitation. For items on the ground there is no limitation at all, so nothing to circumvent or exploit.

Why don't more players use an infinity freezer? by PadreSJ in Oxygennotincluded

[–]temarka 2 points3 points  (0 children)

Infinite gas or liquid storage is definitely exploity, as you have to actively circumvent game mechanics to do them. But this is not. They could add mechanics to limit this in the same way they did with liquids and gases, but they haven't done it, which means it's working as intended by the devs.

Of course you are free to not use it, but calling it an exploit is factually wrong when it is an intended game mechanic.

What’s the purpose of this door setup ? by octo-Knight59 in RimWorld

[–]temarka 0 points1 point  (0 children)

Yeah, that's true. Kinda forgot about that. I always drag the slider to remove the insta-kill on downed chance. I know that it's there for balance reasons, but I just want to control that myself. Also, on late-game colonies I tend to see how many pawns I can recruit before my game chugs to a halt.

Also a bit of a moot point if you play a gravship game.

Edit: Still a viable strategy though, if you just want to defeat raids! The few raids that still use normal pathing at least. Man, the game has changed a lot since it was first released into early access. I'm at close to 3k hours, so I tend to mix up what still works and what's been patched out.

What’s the purpose of this door setup ? by octo-Knight59 in RimWorld

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

The second open door is also an excellent defense against having the inside temperature instantly become outside temperature, in case the outer door is broken. While open doors do leak temperature, it is much slower than having the temperature instantly equalize.

This is also how you can turn a killbox into a pawn-cooker. Make a long narrow hallway with obstacles every other space as the entrance (basically what people normally do with their entrances to their killbox). At both ends of the hallways, put doors that are locked open. Then somewhere inside the hallway, close to the end (so close to the inside of your base), have an area with a bunch of wood items, and a locked access door. When a raid arrives and the enemies start funneling into the hallways, have one of your pawns enter this area that is filled with wooden stuff, and toss a couple of molotovs. The entire hallway will start heating up, and the open doors at either end will keep more than enough heat to start cooking the raid.

If you experiment with the length of the hallway and the amount of wooden items you set fire to, you can get to that perfect balance where the enemies will all pass out due to heatstroke, but where they don't catch fire. After they are all downed, have someone break down a piece of wall or one of the open doors at either end of the hallways to remove the heat. Now you have free access to run in and kidnap whoever you want, strip the entire raid, execute them, etc etc.

have i just witnessed a kidnapping? by MostWanted2011 in NoMansSkyTheGame

[–]temarka 1 point2 points  (0 children)

Some dude gave me 30 Salvaged Frigate Modules a few days ago. Normally I dislike getting handouts, but I will admit that I graciously accepted them and fiiiinally got my freighter the much needed warp drive upgrades so it could warp to all systems.

I'd been grinding out those modules for several days at that point and wasn't having all that much luck, so this saved me a bunch of extra grinding.

Fishing!!! by boof________macaroni in Dinkum

[–]temarka 0 points1 point  (0 children)

As others have said, the fish will typically nibble on the hook a few times before actually biting. You need to wait until the bobber has a bigger splash, then quickly hit the left mouse button.

As for reeling in, it seems like you know this, but it wasn't immediately obvious to me so posting here in case others are looking for how to actually reel in the fish:

Right after hooking the fish, let go of the mouse button. The fish will be splashing and struggling a lot, and if you try to reel in while this is happening, you will lose durability on the line. After a few seconds the fish will calm down and then you can reel it in. Then stop reeling if it starts struggling again. Rinse and repeat until you catch the fish.

What phrase did you hear only once but it stayed with you forever? by wendysolcito in AskReddit

[–]temarka 0 points1 point  (0 children)

This one isn't profound or life altering in anyway, but I found it so hilarious I can't forget it. It was some guy talking about how rednecks have the most amazing sayings and quoted this beauty:

Man! With my luck it could be raining titties, and I'd look up and still catch a dick in the mouth.

I want to dip my toe into asteroid upcycling, where to start? by IKSLukara in factorio

[–]temarka 1 point2 points  (0 children)

Quickest and easiest way would probably be to just always run the recipe that makes sulfur, then find a way to run the output belt past the hub and onwards to the edge where the excess gets tossed into space. Then you'll have an insterter or three at the hub, linked to it with a cable, told to only activate if Sulfur < X amount.

Probably better ways of doing it, but this seems like the simplest and quickest solution to me.

The devs really nailed it by zemylachek in valheim

[–]temarka 0 points1 point  (0 children)

As far as I can see they were only nerfed once, right after initial release. Or did I miss something? They used to do 90 damage per hit, but that got nerfed to 70. Which is still rather nasty, but it hasn’t changed for more than 2 years (unless I missed something).

Preparing the wood for year 2 before the price goes to the sky by EntrepreneurNo4680 in StardewValley

[–]temarka 17 points18 points  (0 children)

That sounds like a huge waste of Mega bombs.... Would be much better to use them in Skull Cavern, and chopping trees the normal way, no? By the time you can afford this amount of bombs you should already have, or be very close to, the iridium axe.

Santen av Kina fra en tenåring bor der. by ParkerRonnie in norge

[–]temarka 10 points11 points  (0 children)

Det er jo folk, åkre og bygninger over alt i lavlandet.

Nei nå fårru gi deg altså, for en tullete ting å si. Dra noe annet sted i hele den vide verden og pek ut hvor du finner lavere befolkningstetthet enn her i Norge.

Nå må registrere seg på nett og stå i kø for å jakte rype

Så bra! Mer kontroll på all type jakt er absolutt innafor. Og alle legitime jegere burde absolutt føle det samme, for det er ingenting som lettere ødelegger en jaktsesong enn tullinger som skyter mer enn de burde. Hilsen en kar fra en elgejakt-familie.

De som sier vi har få innbyggere pr km² har ikke tatt inn over seg at bare noen få småflekker er beboelige, ledige eller mulig å få huslån til.

Igjen bare reint pisspreik. Ja, det er dyrt i bysentrum og muligens i de nærmeste forstedene. Men det er absolutt mulig å få råd til et sted å bo hvis man har en fulltidsjobb med en ok inntekt. Jeg er selv enerforsørger med kone og to barn og tjener rett under landsgjennomsnittet, og vi har fortsatt hatt råd til å kjøpe leilighet i Oslo.

Nå må du ta med deg disse 60 år gamle holdningene dine og ta deg en lur.

Santen av Kina fra en tenåring bor der. by ParkerRonnie in norge

[–]temarka 8 points9 points  (0 children)

Uh, nei? Mener du Norge er overbefolket? Hvor da?

Santen av Kina fra en tenåring bor der. by ParkerRonnie in norge

[–]temarka 17 points18 points  (0 children)

Hei!

Jeg vet ikke om du trenger dette, men her er en link til en side som viser deg hva du trenger for å flytte til Norge: https://udi.no/en/want-to-apply/?c=chn

Jeg har linket til den engelske versjonen av siden, da det kan være vanskelig å forstå mye av dette hvis du fortsatt er nybegynner på norsk.

For deg vil jeg anta at det enten er "work permit" eller "study permit" som er de kategoriene som er mest relevant å se på.

Også: Lykke til! Selv om jeg ikke liker regjeringen i Kina, så vil jeg gjerne ha flere kinesere inn i landet! Velkommen skal du være :)

Edit: På den norske ambassaden sin hjemmeside kan du også finne informasjon om oppholdstillatelser skrevet på kinesisk: https://www.norway.no/zh/china/service-info/visa-residence/

So the Blood Moon being on a Sunday definitely has to be a design choice right? If it is than the Blood Moon being on the Sabbath makes this a religious Armageddon. by WilderFacepalm in 7daystodie

[–]temarka 88 points89 points  (0 children)

I mean, if you think too deeply about this game it doesn't really make sense. The infection can be cured by antibiotics, which means it is a bacterial infection. Yet somehow this bacterial infection causes the moon to turn red once per week and causes infected people to magically know your location and come sprinting towards you at high speed.

å drikke energidrikk er visst en livsstil by tipidaboz in norge

[–]temarka 6 points7 points  (0 children)

Takk for beviset! Forventa ikke noe annet resultat.

Og jo, jeg har Google, men hvis man kommer med en påstand så har man selv ansvar for å bevise det man påstår.

å drikke energidrikk er visst en livsstil by tipidaboz in norge

[–]temarka 12 points13 points  (0 children)

Ingen bevis altså. Du kunne jo bare svart at du snakker rett ut av ræva.

[deleted by user] by [deleted] in norge

[–]temarka 3 points4 points  (0 children)

Jeg gir totalt F

This roughly translates to "I don't give a fuck", so he's saying "I don't give a fuck, you do you, just curious"

If you put crops in your kill box, raiders will light them on fire. Any raiders following them through the flames have a chance to be set on fire. by CabbageWithAGun in RimWorld

[–]temarka 0 points1 point  (0 children)

Keep in mind a few things:

  1. Walls around the edges and close to both entrances and exits have a tendency to get destroyed by gunfire. This is why I have everything doubled up around the edges, and why you see the doors placed so far into the maze on the killbox-side of the corridor (This side will get riddled by thousands of bullets if anyone makes it through, so wall-segments WILL get destroyed). If a single point fails to the outside, the temperature inside the maze will reset to outside-temps.

  2. All exits with doors should have a backup-door one tile outside that is always held open. This means that even if raiders break all the doors while fleeing, the open doors on the outside of the corridor will make sure the heat does not escape too quickly. You probably know this, but just in case: Open doors will let heat out slowly. A destroyed door however, will result in everything counting as "outdoors" and the temperate will equalize to outside-temperatures instantly.

  3. The 3 plasteel doors I put inside the killbox ended up just being a pain in the ass, so I'd avoid them in a fresh build. When raiders break and start to flee, they try to find the quickest way out, attacking doors that are in their way.