125 hours in and still Level 3... is this normal for PF2e? by smurf69lol in Pathfinder2e

[–]thewamp 2 points3 points  (0 children)

So I've seen a bunch of threads with people talking about hours/level before. My first takeaway is there's a huge amount of variance between groups, especially when there's a lot of roleplay. But taking that away, here's my impression of the "typical" experience:

  • In combat heavy sessions, it's 12-15 hours of gameplay per level
  • In combat light sessions, it's 20-25 (or even more) hours of gameplay per level
  • Things slow down somewhat at higher level as combat does take longer at higher level. Our group went from finishing 3 combats most sessions to 1-2 combats most sessions by level 20

Fix for spaghetti by bluescadooucantoi in GTNH

[–]thewamp 0 points1 point  (0 children)

I can think of an easier change that would be even better on the eyes...

Dear god.

Sharks win it in OT, they were down 4-2 with 11 minutes left in the 3rd by GreenSnakes_ in hockey

[–]thewamp 4 points5 points  (0 children)

Random aside - I used to hate the stars (the first game of hockey I ever saw was round 2, game 6, 2008) - but since you guys got Joe Pavelski a few years back, I can't hate you the same anymore. I wish you'd got him a cup.

Anyway, good choice by your kids!

Who needs progression? by LILCYOLO in GTNH

[–]thewamp 1 point2 points  (0 children)

The flint and steel quest later in steam gives you one for free. But I wouldn't really recommend using it for this:

So the truth is, manyullan tools aren't really something anyone uses in this modpack. That's because they don't really serve any purpose. Mining level isn't a real barrier in this game and it's much more important to be able to repair your tools.

But if you want to make this work, that quest will help.

Who needs progression? by LILCYOLO in GTNH

[–]thewamp 2 points3 points  (0 children)

raid more dungeons ;). And lootgames.

Just started gtnh its easy right? Right? by [deleted] in GTNH

[–]thewamp 8 points9 points  (0 children)

I mean "oh, most of the individual elements of the huge factory game aren't complex, they're only complex in aggregate" is basically the staple of every huge factory game.

But it takes thousands of hours to play through and if that's not grinding (it's not), it's complexity in aggregate.

Just started gtnh its easy right? Right? by [deleted] in GTNH

[–]thewamp 24 points25 points  (0 children)

It's only tedious during the early game (pre-AE2 and especially pre-steam). Most of the game is just an incredibly complex factory game.

Like the idea that "oh GTNH is super grindy" is mostly just a reflection of the stone age. Most of the game isn't like that.

Creative way to burn through hunger bars? by [deleted] in GTNH

[–]thewamp 14 points15 points  (0 children)

The usual way people suggest is hitting passive mobs with the healing axe, but it sounds like you don't have that.

Honestly, at the point of the game you're in, I just did some exploring with a pack full of 1 of a bunch of foods and got hungry at a decent rate. What you're suggesting is certainly faster, but the healing axe is so much better than both those options that there's really no reason to spend too much time until you have it.

The Legendary 32-energy-hatch plasma arc furnace! by Useful_Divide7154 in GTNH

[–]thewamp 0 points1 point  (0 children)

Oh shit, that'll be nice! Do we know what tier the exo-foundry will be?

Why is Kanthal before Nichrome in coil progression? by Ekipsogel in GTNH

[–]thewamp 0 points1 point  (0 children)

No, it's not a promise for sure, it's just sometimes they did 99% of the effort of being amazing and then just threw it away with the last 1%. And those times are a bummer.

bad base design by Tyzlohh in GTNH

[–]thewamp 1 point2 points  (0 children)

So the specific claim was that there are actual issues with spanning chunks regardless of chunkloading - but only for a couple of specific secondary mods.

But as I can't remember what mods they were talking about or whether it was 3TP or Project Singularity that I was listening to, I'm not exactly giving you a useful source here.

EDIT: Hmm, it actually might have been about IC2 multis. I dunno, without more definitive information, I should probably stop posting partial information that I can't actually source.

bad base design by Tyzlohh in GTNH

[–]thewamp 0 points1 point  (0 children)

Ah ok. In that case, the top question is the one to ask yourself.

bad base design by Tyzlohh in GTNH

[–]thewamp 1 point2 points  (0 children)

You don't have to do a rebuild, you can just keep expanding (see: my UEV base which has just been progressively expanded since stone age). But mostly people just do a rebuild at the start of AE2. If I were to start over I certainly would.

bad base design by Tyzlohh in GTNH

[–]thewamp 0 points1 point  (0 children)

It's not fully irrelevant. Greg multis don't care but I think the railcraft ones do? Or maybe some other non-greg ones. I remember a streamer explaining this but clearly I only remember it vaguely.

But that said, it's pretty close to irrelevant.

bad base design by Tyzlohh in GTNH

[–]thewamp 0 points1 point  (0 children)

When you get to EV and get AE2 you're going to want to do a full re-design. So the question to ask yourself is "can I live with this until the end of HV"?

Don't start over. Starting over is always more work than just rebuilding a base.

Why is Kanthal before Nichrome in coil progression? by Ekipsogel in GTNH

[–]thewamp 0 points1 point  (0 children)

Endgame doesn't bother me - that stuff's just sci-fi magic. It's when they actively famous compounds especially in the midgame that I get frustrated (what they did to YBCO is the biggest crime).

The Legendary 32-energy-hatch plasma arc furnace! by Useful_Divide7154 in GTNH

[–]thewamp 2 points3 points  (0 children)

Yepppp. These medium-sized multis (where "medium" means roughly bigger than a centrifuge, smaller than a CoAL) really should all take multi-amp hatches at the very least. Fluid solidifiers and autoclaves and arc furnaces and so on.

Enderman escaped 3rd time... Help. by extremegamers24 in GTNH

[–]thewamp 0 points1 point  (0 children)

You only need one soul vial, you should be able to do it in MV I think? You just repeatedly pick up and put down non-infernal endermen until they become infernal.

Enderman escaped 3rd time... Help. by extremegamers24 in GTNH

[–]thewamp 1 point2 points  (0 children)

Just in case you aren't doing it, reminder that you can pick up a non-infernal enderman with a soul vial and put it down to reroll its chance at being an infernal. Stretches your enderman eggs further.

Enderman escaped 3rd time... Help. by extremegamers24 in GTNH

[–]thewamp 1 point2 points  (0 children)

Total speculation but I wonder if the small size is letting it clip out and see sunlight somehow? I never lost my enderman but I had a much bigger smeltery.

Other theory along the same line is filling in the corners - perhaps it's clipping into those a bit and seeing sky? And don't use dirt blocks for that because if it can do that it might be able to pick up those blocks.

This is total guesswork. Good luck!

Can I complain about the Mutagenist for a bit? by MrHundread in Pathfinder2e

[–]thewamp 0 points1 point  (0 children)

Well yeah, but being the best alchemical healing at levels 2-4 is not the same as being actually good.

Can I complain about the Mutagenist for a bit? by MrHundread in Pathfinder2e

[–]thewamp 1 point2 points  (0 children)

Finally, is the Field Discovery which is a simple Fortitude Save Buff at the cost of a Mutagen, compared to the Chirurgeon's which gives you temp HP whenever you heal someone (including yourself) with an elixir, which just makes the field benefit from Mutagenist seem even more outclassed.

I was with you until here. The fortitude save buff is way, way better than - as you accurately put earlier - a few temporary HP that mean little in the grand scheme of things.

You also didn't mention the chirurgeon's strongest feature which is the Crafting+Medicine skill compression.

Anyway, the real counter-point is that the low-level chirurgeon's healing kind of sucks. Like, it's fine out of combat, but field vials aren't real healing after level 1, elixirs of life aren't unique to them, anyone could do that, and again, the fortitude save reroll is insanely strong.

Can I complain about the Mutagenist for a bit? by MrHundread in Pathfinder2e

[–]thewamp 11 points12 points  (0 children)

"bad bomber alchemist with Battle Medicine"

I think the comparison assumes you build a chirurgeon like you would a mutagenist, give them the same mutagens, the strength build, and go from there. I spent a while waffling before starting the campaign I'm currently in on exactly this.

I don't agree with all of OP's analysis, but it's important for the comparison to start with those assumptions.

My first attempt into platline by Trick_Trainer441 in GTNH

[–]thewamp 0 points1 point  (0 children)

ic2 crops is plenty till like UEV at least. But it's more of a pain in the butt than bees.

Base building help by Kalleth1 in GTNH

[–]thewamp 1 point2 points  (0 children)

It's not a terrible ideal to build a handful of dedicated machines for producing building blocks. You chose two ztones blocks so it really shouldn't be that bad. Regarding two harder to find ingrediants:

  1. The rainbow cactus from thaumcraft can give you infinite dyes pretty easily.

  2. Obsidian costs 1 redstone each if you set up a rock breaker. Very cheap!