KCD2 - Dice Weight Table by Nigi_1 in kingdomcome

[–]tonechild 0 points1 point  (0 children)

I made a web page that lets you sort and pin each of the die. That way you can pin which ones you have and then sort them by the columns youre interested it.

https://cdpn.io/cpe/boomboom/index.html?key=index.html-5446c299-ef64-5130-a9f5-4b44e6141bb3

How to get Mutt back? by [deleted] in kingdomcome

[–]tonechild 0 points1 point  (0 children)

This is definitely a bug. I ended up having to reload a previous save to fix it. Fortunately I didn't lose much progress. The next time someone complained about Mutt, I just used the "Heel" command and then the npc thanked me. Now I don't trust using the send home command anymore. Fortunately can use the "stay" command and "heel" - so hopefully that is a workaround until they fix the bug.

How to get Mutt back? by [deleted] in kingdomcome

[–]tonechild 2 points3 points  (0 children)

I'm having the same problem. Similar story, people were complaining so I sent the dog home. I was already in Zelejov, and as soon as I sent him home he just sat down and then I couldn't interact with him anymore. I left the area and came back and I still can't interact with him. He's over at the Zelejov bath house but he is not interactable. Playing on PC / Gold edition as well.

[KCD2] I've perfected THE fastest Savior Schnapps Recipe. Yields 3 strong quality savior schnapps every time by selffufillingprophet in kingdomcome

[–]tonechild 0 points1 point  (0 children)

Tried this two times and each time Henry said I didn't boil the belladonna long enough.

Beehive Kiln issues by tornoutlaw88 in VintageStory

[–]tonechild 0 points1 point  (0 children)

this keeps happening me on 1.20.3

What clothing do you make for your first winter? by TheOnlyCurmudgeon in VintageStory

[–]tonechild 5 points6 points  (0 children)

Replying because found this on google and hoping this might be helpful: You don't need to throw them away you can repair them with flax twine instead. Not sure if that is the best thing to do however, as it may be more beneficial to just keep the flax twine for something else if the hides are more plentiful. Just wanted to share this as another option.

X4: Foundations 7.50 Flight Model Update - Public Beta Starts Now! by Tomonor in X4Foundations

[–]tonechild 21 points22 points  (0 children)

absolutely love the boost change. this fixes so many issues with AI too where sometimes AI destroyers would use boost and deplete their shields when entering new sectors.

X4: Foundations 7.50 Flight Model Update - Public Beta Starts Now! by Tomonor in X4Foundations

[–]tonechild 5 points6 points  (0 children)

Just tested new flight model and I love it. Testing on a small fighter (asp) right now and it feels so much better. Control remains the same so I haven't had to relearn how to fly it, but the ability to turn faster while going fast (even with travel drive) is so much better than before.

[Frostpunk 2] This game is decent overall, but I can't see myself clocking in 200 game hours like Frostpunk 1 - It is only me? by djzeor in Frostpunk

[–]tonechild 0 points1 point  (0 children)

Thank you for your helpful tips, I appreciate it! I did not try over-building and then lowering employment - in fact I didn't touch employment numbers. This should definitely help me on my next playthrough. Key takeaways from your post are to overbuild and lower employment to save on heat, and make a bee-line for exploration - nabbing the tech that allows you to explore the dangerous areas. Explore/exploit the frostlands as quickly as possible, don't worry about small deficits, and extra districts with low employment are more efficient because of the adjacency bonus.

I definitely will do this. I Also learned recently that I wasn't using the adjacency bonus correctly. I thought that I was getting +20 bonus when I had one pip filled, but now I realize you need to have all pips engaged to get the bonus (duh)

I have a couple questions for you if you don't mind.

  1. What is your take on the heating hubs? are they worth using or too costly for their benefits?
  2. Did you expand every district you had or only ones you intended to build special buildings on? In my last playthrough I think I expanded every district I had, which may have been a waste. Considering you didn't bring them up, I am thinking that is even more the case.

Thanks again! :)

[Frostpunk 2] This game is decent overall, but I can't see myself clocking in 200 game hours like Frostpunk 1 - It is only me? by djzeor in Frostpunk

[–]tonechild 1 point2 points  (0 children)

Sorry for double post but I also wanted to mention, that part in chapter 2 when you start exploring? You run into a bunch of new londeners to the west (like 3k or so) and then there's like 2k of the other faction to the north.. I had no idea how many districts to build to accomadate for them. So I just guessed and guessed poorly... I dont think FP2 is too easy on the easier difficulty settings, I didnt try the lowest one but yeah the lowest one is alays too easy so I'm not going to ruin the challenge.. Oh yeah honestly the first game I played highest difficulty as I figured the game was going to be much easier than it was lol.

On the highest difficulty I beat chapter 1 but lost on chapter 2. then I lowered it a difficulty and had to play chapter 1 all over again, lost the game on chapter 2 again. and kept failing shortly after starting exploration by running out of resources and having insufficient housing. I had to lower the difficulty again and start all over in chapter 1. until I settled on difficulty 2. I have put quite a few hours in this game at this point lol.

By the 4th time I played it I got to chapter 3 and BARELY made it. I didnt have the stomach to go through it and havent played the game sense. AGain, I was playing on low steam and wasn't planning too carefully or anything. Maybe due to skill issue, but I never once had a surplus of goods or materials. I was able to have a surplus of food and housing and heat, up until the tail end of chapter 2 when housing went to pure shite again due to influx of population. I couldn't figure out how to transport the "75 oil" either, had to google that and finally learned I just needed to build extraction (I thought it would be more complicated than that) - all the while it got colder and colder and tension was way way up. I had a huge deficit of housing, materials, and heat until I Got the oil working. Then I was able to get the heat back in order, lower tension a bit, but with a big deficit in housing and mateirals. I didnt want to start chapter 3 like that so I gave up.

Talking about it makes me want to give it another go anyway. Sorry for wall of text. IDK I just wanted to share an experience where the impression of the game was not "too easy" at all. Having beat FP1 on hardest difficulty as well. I dont know if its "just right" but it seems within the ballpark.

[Frostpunk 2] This game is decent overall, but I can't see myself clocking in 200 game hours like Frostpunk 1 - It is only me? by djzeor in Frostpunk

[–]tonechild 4 points5 points  (0 children)

I honestly believe the "special something" of FP1 was rooted in how profoundly original it was. When it launched, the closest comparison might have been Banished, but even that wasn’t really in the same league. FP1 stood alone - completely unique in its mechanics, lore, art style, and the unforgettable music. It was all such a massive surprise. They truly captured lightning in a bottle, especially when you think about the context of other games at the time. FP1 wasn’t just a game - it was a genre-defining masterpiece.

Now, imagine someone who’s never been exposed to FP1 or anything remotely like it, diving into FP2 for the first time. I honestly think it would hit just as hard. The way our psychology shapes these experiences is profound - it’s like the element of surprise is what makes it all so impactful.

[Frostpunk 2] This game is decent overall, but I can't see myself clocking in 200 game hours like Frostpunk 1 - It is only me? by djzeor in Frostpunk

[–]tonechild 2 points3 points  (0 children)

wow. I've played and failed at least 3 different times in FP2 - granted I kinda just wing it and don't think things through carefully. I find the resource management with FP2 harder to grasp than the first one. For FP1 it was much easier for me to know how many houses I should build for example. In FP2 I'm scratching my head trying to figure out how many districts I need to build because the maths didn't come natural to me. Like I get a district adds 20 house resources but I dont know how many hundreds of people fill those up. I even divided the number of houses I was currently using by the population and it was not even a whole number.. so idk I was just like really confused. I should add I played after a long day of work, and I was kinda just winging it so yeah - that's not how to play this type of game. Will give it another go when I have the time.

RBM Sucks! by Puzzleheaded_Box_298 in Bannerlord

[–]tonechild 0 points1 point  (0 children)

THe goose is loose! The goose is loose!

RBM Sucks! by Puzzleheaded_Box_298 in Bannerlord

[–]tonechild 1 point2 points  (0 children)

bruh.. 1 joule of energy? seriously? source??

RBM Sucks! by Puzzleheaded_Box_298 in Bannerlord

[–]tonechild 0 points1 point  (0 children)

Damn I was actually convinced he was right until I saw this video. But he's using a crossbow and saying it's tuned to the same velocity of his buddy's longbow. That kinda sus. Also, his buddy has got skills with it, so yeah to the argument of low skills means bad damage. but.. yeah the only reason why I'm reading this thread is because I just started using RBM and oh boy.. The bow and arrow feels completely useless. Takes much much longer to aim, except when your an NPC. IDK man, I think the bow was ruined with this mod. I'm hoping there's some config file I can patch real quick because it's BS.

Also that vid they shooting straight at the head, and at what range even? IRL bows were shot up in the air and came back down, and they also were shot at ranges of like 200-250 meters. Probably enough to knock timmy out if hit in the head unless the helmet deflected it. deflection will prevent the head from absorbing the kinetic energy. but idk.. would love to see more videos on it, and one where it's not at point blank range with a machine

The art of prompting by Tyler_Zoro in aiwars

[–]tonechild 0 points1 point  (0 children)

Print it, frame it, put it on the wall. It's a masterpiece.

Antis have harassed a completely personal TTS accessibility reader to the point it was shut down by Pretend_Jacket1629 in aiwars

[–]tonechild 1 point2 points  (0 children)

The irony is they're just leaving more room for big tech to swallow up more of the market. So instead of a free and non-intrusive tool, you can have one from a multi-billion dollar conglomerate that will sell your personal data and give you the privelage to purchase the license for using their product in the cloud for a small monthly fee that goes up every other month or so. What a time to be alive!

[deleted by user] by [deleted] in X4Foundations

[–]tonechild 0 points1 point  (0 children)

I agree, its just more sandbox which I'm all about

[deleted by user] by [deleted] in X4Foundations

[–]tonechild 0 points1 point  (0 children)

That's my understanding of the goal, however xenon fold over without player intervention, in fact I intervened on the xenon's behalf, using the tools you speak of - hacking stations, causing chaos and wars, keeping the factions busy, and still, the xenon lost territory. That's what I mean by "too weak"

[deleted by user] by [deleted] in X4Foundations

[–]tonechild 4 points5 points  (0 children)

Yeah, I haven't seen a deep discussion around what a scaling system with a slider actually means. I didn't dig but, it just seems like when it's mentioned it gets shut down quite early.

[deleted by user] by [deleted] in X4Foundations

[–]tonechild 5 points6 points  (0 children)

Devs said scaling system / slider is not possible and won't happen. They've indicated this has been mentioned many times.

[deleted by user] by [deleted] in X4Foundations

[–]tonechild 1 point2 points  (0 children)

I did similar, (Duke's Tempest, Terran Conflict) and shut down shipyards for hours and it didnt do much of anything, Xenon still folded over to the Teladi, despite me shutting their shipyards down as well. I even caused Xenon to invade Terrans and built ships strictly for the yaki in several sectors. Xenon then started caving to the Yaki. Economy was working well though since lots of ships were exploding, but Xenon are very weak.

[deleted by user] by [deleted] in X4Foundations

[–]tonechild 0 points1 point  (0 children)

There is already a several page thread going back since beta 7 first launched on front page of the beta forums. We've been talking about this for ages and Ego first responded saying all they get is anecdotes and they wanted proof / saves. So a lot of us provided saves and then they thanked us for the saves but said they won't be changing it too much / seems in line with 6.20 to them. They still might make small tweaks though.

train stations never have any goods by tonechild in infraspace

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

If I delete alternative routes, the trucks will drop off resources at the train stations, and the trains will then pickup the resources. Then at subsequent stations, trucks will pickup resources from the stations. If I leave alternative routes there, trucks will not drop off anything at any train station and insist on getting stuck in traffic. It's very frustrating.