Halasham

joined 2 years ago
[–] Halasham@dormi.zone 7 points 8 months ago

Congratulations, I think this is the most obnoxious Lying Day prank I've ever seen.

[–] Halasham@dormi.zone 2 points 9 months ago

Getting your opposition to do that while remaining calm is a great rhetorical tactic. Especially if they rage out with little that directly ties their outburst to you being "unreasonable".

[–] Halasham@dormi.zone 1 points 9 months ago* (last edited 9 months ago)

How 'bout just 'Tram' for the on ground on and 'Air Tram' for the suspended ones? This making Motor Tram the non-cable variant.

[–] Halasham@dormi.zone 5 points 9 months ago

Current generations despise our society. It's just a matter of despising it enough to want our leader's heads on pikes.

[–] Halasham@dormi.zone 4 points 9 months ago

Middle of the road public transit in the European context is likely better than the best available in the American context, which would be from NYC. Then there's the matter of sub-urban sprawl in the USA; it's illegal to make walkable, reasonable to live in, places in this dystopian pit. The few that still exist are dramatically better places to live than just about anywhere else in the country but our corporate masters simply do not care.

[–] Halasham@dormi.zone 10 points 9 months ago

Sounds like a good incentive to make small EMPs or malware to screw with them.

[–] Halasham@dormi.zone 3 points 10 months ago

Nice! I heard a solution to creeper holes a while ago: fill them in with water, it only takes 2 inventory spots to always be able to do so, and turn them into nice little ponds dotting the countryside.

[–] Halasham@dormi.zone 2 points 10 months ago

Honestly, I like the industrial look of large exposed redstone builds. Especially if there's been some terraforming of the region to appear more industrial.

[–] Halasham@dormi.zone 13 points 10 months ago

Like a lot of our problems: They were obviously a problem when they were new and continued to be obviously a problem up until they'd propagandized generations that grew up with them being a reality. It's not so much a matter of the people of the past being dim-witted enough to go in for these bad ideas but rather the robber barons who're interested in them spending a lot of time to normalize them in order to get much richer off of them at all our continued expense.

 

I'm just starting out on the expedition and trying to visit all the starting planet's moons. This is being made more difficult by the number of bases in this system. I can't point my ship at one and see if it's temperate or if it's radioactive, or if it's frozen or so on. This is because I'm only given information about one base on each planet.

Is there a way to turn this off?

[–] Halasham@dormi.zone 1 points 10 months ago (1 children)

Honestly, I've never really liked the expeditions to begin with. I'm only doing it because something's broken on my main save preventing me from getting a bioship and the end reward from this one is a bioship.

The whole 'start again without any of the stuff you've spent days/weeks/months/years procuring' has never been appealing to me on it's own but Hello Games tends to be good at coming up with extrinsic rewards for putting up with it.

[–] Halasham@dormi.zone 1 points 10 months ago (4 children)

Alright, that makes two moons where I've tried and failed to find all the animals. I've got some nanites so I guess I'll just go to the anomaly and get what I can afford.

 

So, I'm doing the expedition and trying to not get irritated about it as is usual for me.

Unfortunately, the game isn't playing along with that. I'm on one of the moons of the starting gas giant. The paradise world. I'm trying to find all the animals so I can retrieve some things I actually like rather than the stating gear.

Most of the animals are aquatic so I jump into the water... I haven't tried finding fish in quite a few updates but it appears some of them spawned in a water-cave under the lake I found. I dig down and... the moment I enter any hole in the ground while underwater I'm returned to the surface.

This lake isn't deep so I'm fighting buoyancy the entire time but being snapped back to the surface doesn't seem like an intended behavior.

[–] Halasham@dormi.zone 1 points 10 months ago

That's what he does, he buys good ideas to steal credit and runs some of them into the ground.

 

So, now that I've got the Boundary Herald I was considering outfitting it for raiding and seeing if I could make something formidable out of it like my Sentinel Interceptor. For the Interceptor I just used the Sentinel Cannon and the shield-leeching laser... for the Herald, unfortunately, the Sentinel Cannon isn't an option. So what do you use if not that?

I was thinking Positron Ejector and Cyclotron Ballista but it's been a long time since I've re-evaluated my choices so I'd like second opinions.

 

So, I've reached the Genetic Glitch objective... I'm in the Andalen Osaka system... the one the third gate takes you to.

I've found the light creature on the Planet of Light but hunting for every animal across an entire planetary body has never been my thing. I really don't want to do it for five planets (none of the others stand out as being able to spawn anom animals).

Where's the other anomalous animal and about what does it look like? Is it terrestrial or does it live in air, underground, or water?

 

Anyone found a way to silence the voices that taunt us frequently throughout the whole expedition?

I'm having a frustrating enough time of it, I don't enjoy NMS' early game, without this additional vexation.

 

Was just skimming the community and saw the recent Atlas Scepter post and it had me thinking;

I don't know much about multitools beyond there's several categories, put things I like most in the supercharge slots, and higher numbers in relevant stats are better... in other words the very basics.

My multi is primarily a weapon platform then a scanner and mining tool. So, what category of tool should I be looking for and what should I know about them? I do like the Runic Lens on the Atlas Scepter and noticed the Atlantid mutlis have it as well... could I move that onto a different mutli if/when I replace it?

 

So, I've managed to find an OK location for a base, not sure if I'll actually build it out yet, and rebuilt my freighter base but in the process I've put down a BeatByte Device, found it had ... something on it from the last time I was playing and realized I still don't know anything about music.

It'd be nice to have something playing in my freighter rather than just the ambient sounds from some of the things I've put in it but I remember how well trying to do it by stabbing about in the dark went last time. I'd rather not. So, anyone else not musically inclined? What do you do with the Beatbyte?

 

Just booted up the game again after a significant time away and figured I'd try doing something new; building a more robust base rather than something that's just practical.

Thing is I'm used to searching only on the basis of practicality. So, how do you find nice locations to build something aesthetically pleasing rather than just fit for purpose?

 

Hello everyone,

Finally managed to get a modded world stable enough to have a few large machines running and enjoy their use, including an autonomous concrete factory. With that I've built some walls and then realized I don't have any real experience with modern architecture... so I've got a giant white brick surrounding my machines.

Honestly, I'm not used to building on this scale either so I'm not sure how to make this look nice on multiple fronts. One thing I do know though; I don't like glass curtain-walls so I'd rather not do that for this building in spite of it certainly being big enough.

Any ideas?

4
submitted 1 year ago* (last edited 1 year ago) by Halasham@dormi.zone to c/minecraft@lemmy.world
 

Hello everyone,

My friends and I would like to play a modded world together now that we've found 'The Essentials' mod which allows us to circumvent our previous issues with multiplayer. However we've had some issues with finding good modpacks. None of us are experts so we've just been trying ones we've found.

We've mostly tried 'Create on a Potato PC Ultimate' and 'Create: Arcane Engineering'. Create on a Potato PC was/is great but we have a minor crashing issue. Arcane Engineering integrates the mod so much it makes trying to primarily work with one frustrating. My friends have also tried Create Chronicals and found it to just be altogether too much.

What we're looking for is a pack with Create (addons desired but not needed) and an in-depth magic mod like Botania or Ars Magica.

Any suggestions?

-2
Let's Try: Lancer (dormi.zone)
submitted 2 years ago* (last edited 2 years ago) by Halasham@dormi.zone to c/greentext@lemmy.ml
 

Be me: Raven, Pilot: Arlo, Frame: EVEREST

Be not me: Cypher, Pilot: Rena, Frame: EVEREST; Ghost, Pilot: Undisclosed, Frame: EVEREST; DM

Session opens on the stolen MBL-HM3 light freighter, having stolen it to escape from a planet

Ghost preoccupies themselves with maintaining their equipment

Cypher is poking at their NHP... it's not poking back, yet

Raven gets on the ship intercom: "Hey, if we're going to be working together we'll need an organization... I can set it up but we'll need a name."

Que short discussion of names before Ghost suggests 'Hammers', DM suggests adding a prefix to it and so we become the Crimson Hammers Mercenary company

We decide to take a job defending a moon mining base from some small-time raiders.

We arrive on site and get to work fortifying to the best of our ability... they will be arriving soon.

"Incoming." Ghost states, "Two West, Two East" as they come up on sensors.

"Got this one." Raven calls boosting into the fray and igniting his plasma sword and slashing into the lightly armored mech.

The slashed enemy mech begins to walk for cover provoking Overwatch from Raven... his plasma sword burns out right before contact. It then pops Raven for 6 damage...

"Guys.... help!" Raven calls over their coms asking for assistance.

Ghost responds by deploying a number of turret drones.

Cypher catches a shot to the chassis as the enemy that fired moves into cover.

Cypher pops their Core Power and surges into combat to help Raven. Launching their Nexus Swarm... it misses. They try to followup with a Lock-On and still fail.

The first enemy miss of the battle occurs as a mech waddles into a crater.

The fourth enemy takes a shot damaging the building we're protecting... and second enemy miss of the session.

Next round the enemy goes first! Enemy mech on the far side of the building gets shot... actually doing damage.

Raven goes first throwing a Hex Charge as a grenade! It chips both mechs and before the dust settles he's where they blast came from slashing both mechs with the plasma sword via Executioner and failing to finish off the second with a bad shotgun damage roll.

The second enemy manages to do the first point of Structure damage against Raven's mech!

Ghost's turn! They steady their aim and annihilate their first target with their super-heavy sniper rifle.

No enemy left alive to take their turn so it's Cypher's turn. They surge across the battlefield to try to Lock-On a new target... success! They then consume it to sic their drones on it... and miss again.

Raven's turn first at next round and he slashes the second mech in half.

Ghost catches a bullet... these guys are persistent.

Cypher nails them in return with the AMR and then their RPG for massive damage!

Ghost surges into range to finish them off with their Thermal Rifle.

Combat ended Ghost rips the slagged mech open... the pilot is alive!

"I got one." Ghost says

"How bad is he?" Cypher replies

He's alive, we hand him to the miners to guard while we deal with upcoming waves.

We have a few turns to repair our mechs before the next wave, we use the time to return to defensive positions and patch our mechs.

Now in a much better position than before we're ready to deal with the next wave...

Ghost goes first... their Cyclone Rifle slays another target.

Hearing the explosion, "Cypher, think you can break their comms?" Raven comments

"I can try." Cypher replies as the enemy's turn begins.

They try to fire a Mortar... and forget that we're in micro-gravity sending it off out of the battlefield. They then waddle away.

Cypher's turn. They Scan & Invade the enemy mech preventing them from approaching seeing they've got good weapons.

The invaded enemy waddles their way closer... but can't do much to any of us in that state.

Raven pops the slowed enemy with his shotgun then backs away as a turret gives a followup-pop

End of round and DM tells us something is happening... and whatever it was it missed

Ghost takes first turn and moves to a hidden position

The knife-guy moves up to flanking with Cypher! It forces a hull-save from a ram then boosts toward Ghost.

Cypher misses with the AMR then sics her drones on the target cutting into them.

Raven leaps into action landing on the melee-mech and vertically bisecting it with the plasma blade.

Ghost stabilizes and reloads.

The one remaining enemy fires their arching weapon... and batters Cypher and the building.

Cypher boosts back into range. They Lock-On and then Invade to activate their Hacker talent... putting the target into the Danger Zone!

Raven boosts into range of the artillery mech... and misses with a shotgun.

Seeing mechs charging at it the artillery panic-fires and misses.

Cypher's turn! She nails it with the Nexus and with the turrets help the mech goes boom.

Wave 2 defeated

We're told fast moving units, likely fliers, are incoming by the miners operating the outpost

Ghost goes first and takes aim with the Cyclone Pulse Rifle... crit! One dead mech.

Undeterred the first action of the enemy is to charge into battle! Reaching Raven with a boost. It wiffs it's one attack.

Raven slashes the mech in his face... provoking a reaction to be counter-meleed via chainaxe, doing just enough his shotgun followup misses.

The turrets finish off mr. chainaxe

The artillery mech that came in with these guys launches his payload hitting the building, Ghost, Cypher, a turret, and the building. Nailing them for 11 damage.

Cypher retaliates with her AMR chipping it before beginning to spread out, the artillery is getting dangerous.

It panic fires as it's hit and the shell goes wide.

Ghost repairs and reloads.

Raven boosts into melee with the artillery mech... and misses.

Cypher surges up and pokes it then ducks for cover.

It's turn! It misses.

Raven stabs through it's core with the plasma blade on Overcharge then spends their full-action to stabilize.

Cypher reloads.

End of round and the fliers arrive!

Raven boosts at the first flier... and misses.

The flier tries to escape Raven provoking Overwatch... and it does a barrel roll! It flies over the building and bombs the structure.

Cypher takes a Barrage to try and down the other flier... it also barrel-rolls but she nearly downs it on the second shot.

Ghost takes a shot... and misses with the Thermal Rifle, they then drop smoke for soft-cover.

The wounded bomber spins 'round and does a bombing run on Cypher.

Ghost takes aim with their Cyclone Rifle... and ~~misses~~ Reliable saves the action and they down the flier, they drop another smoke to stay hidden.

Through the smoke the flier manages to connect with Ghost.

Raven goes next and overcharges for a second boost... getting in range of the wounded flier only to miss their slice.

Cypher takes their shot with the Nexus and shreds the second flier.

"Anything else on long-range sensors?" Raven asks the outpost.

"Nope, all-clear." the outpost responds.

"Is the building OK?" Raven asks again

"There were a few explosions... something collapsed. I think we can fix it." they reply.

With combat over we extract from our mechs.

We ask to see the prisoner...

Raven asks where their ship is.

He doesn't want to answer.

Raven hits him, Ghost threatens to do worse.

They still don't crack.

"Can we get a room? Don't need to damage the employer's peace of mind." Raven asks.

They oblige and we get a room.

We decide not to RP out the "interrogation" and leave it as rolls

Near-crit He breaks as part of the slow-walk to the interrogation room.

He explains that they've made their base in the derelict of an ancient planet-cracker mining ship.

"Is what you've sent all the kinds of things you have?" Raven asks.

"I don't know everybody, I didn't know all those guys." he replies.

"What's your comms code?" Raven asks, looking to be able to listen in on enemy comms.

He hands us his comm unit.

Raven hands it to Cypher, "Figure out what code it's on and update our mechs with it."

She has it done after a few moments of looking at it.

"'Bout how big is your operation?" Raven asks

"Think we've got... 30 mechs and a few hundred people." he replies.

With that the interrogation is over.

We let the miners know we're done with him, they can do what they wish but we don't want him wondering off to warn his buddies.

We call the session their making mental note to see if we can gain allies for the raid on their base

 

Be me: ~~Erin, Human Fighter~~ Zaquar, Catfolk Swashbuckler

Be not me: Lilly, Ratfolk Druid; Elshe, Kobold Psion; Doot, Lizardfolk Shifter; DM

Resuming the game mid battle it's Elshe's turn!

Elshe fires a bolt of cold and tries to take cover... there's not much cover to be found but she's trying.

Lilly casts Stabilize on Erin, saving him from bleedout.

Erin... is still KO'd

Doot moves up to the railing and waits for a sensible boarding opportunity.

Enemy sailor's turn! It hails arrows from the enemy ship at ours!

The crew of our ship have finished reeling in the caught ship and actually get turns! They take shots with their own bows- BOOM and swivel guns!

Elshe buffs herself with Inertial Armor

Lilly holds action to intercept boarders.

Doot grabs a boarding plank and drives it into place.

The enemy sailors continue their bow barrage.

Our crew return fire with arrows and shot.

A few of our guys begin to board the ship!

Elshe peeks up from over their cover and fires another beam taking them down.

Lilly's turn, Fang charges across the boarding plank to score a kill!

Doot is dumped into the drink by an enemy action and stunned...

Our pirates continue to engage the enemy.

The few remaining sailors surrender.

Lilly heals Erin... he's still unconscious.

Lilly wakes him up once he's to positive HP.

"Don't do that again, please." Lilly says to Erin.

"Yeah, don't think I will be. Going to do something safer." Erin.

Doot is yoinked onto the ship by unexplained means.

Swap to Zaqaur

Zaqaur tries to kick down the door to the opposing ship's captains quarters. He then tries to simply pick the lock... and still fails.

Doot makes his way over and tries to open the door... One solid kick and the door flies off it's hinges.

"Why thank you, matey." Zaqaur comments with the door kicked in then heads inside.

Zaqaur goes to step inside... and immediately flops onto the deck, asleep. Runic traps.

...checking the specifics of the trap it hits Doot too and they save!

Doot gives Zaquar a few good kicks waking them up.

"Yarr! Rar... thank you. Damn magic traps." Zaquar.

"You there, Kobold! You're magic." he continues.

Doot points to Lilly, "She's magic too."

"Alright then, are there more traps?" Zaquar asks

"I don't have Detect Magic prepared." Lilly replies.

Elshe carefully makes her way across hearing the back-and-forth 'bout needing magic.

Elshe scans with Detect Magic and finds there's magic below deck but nothing on this deck.

"Go mark it out, I'll be assesin' what's in the cabin." Zaquar states.

Elshe makes her way to the stairs down, "Lilly, is Fang done eating?"

"He's done." she replies, and Elshe asks for him as a bodyguard on the lower decks

Zaquar finds a logbook searching the captain's quarters... it says they're storing dangerous magic items.

He hands the book to Doot, "Go keep the new Kobold from blowing themself up."

Meanwhile Elshe has found the general location of the magic items and is beginning to read their auras...

Elshe is carefully marking out what's what and writing an inventory without disturbing anything as Doot arrives to explain the danger.

With the logbook in hand and the partial inventory with their own paper Elshe is making good progress assessing what's what and asks Doot to relay this is going on to the captain of our ship.

Lilly manages to find the keys when asking Zaquar if he's found them... she takes them back to the hold for Elshe to pop some chests.

Opening the first chest they find an Orb, emanating an aura of Illusion!

They grab the Orb and get a second Will Save... it's slimy.

Elshe sits down to identify the orb... it's an orb of annoying illusions. It makes everything you do near it just a little more unpleasant.

Moving onto the next chest they unlock it and carefully peer into the chest... there's a wand!

"Yarr, there not be explosions yet... ye be alive?" Zaquar asks coming down the stairs.

Elshe confirms and explains which chests are dangerous.

The wand has a single charge... of True Resurrection! Too bad the Captain probably won't let us keep this.

There's one last non-dangerous aura... more illusion. Elshe opens the chest and it's a wineglass.

Intrigued she picks it up and it fills with wine... their favorite wine, even if they don't know what that is.

They identify it as being an illusion of wine, always providing the taste of the holders preferred kind of wine.

Elshe and Lilly sip some wine... Elshe not explaining it's an illusion.

"Not too much, any sailor still drunk by sunrise is dunked in the ocean." Zaquar warns.

Elshe asks Zaquar to make sure nobody fucks with the dangerous chests as she takes the wand and warning of the dangerous chests to the Captain.

The captain is having tea with the opposing captain in her quarters.

The Captain is pleased to have the wand delivered and word of the other items.

With that the day-to-day work of living on a ship resumes.

With that we call the session.

Previous Session: https://dormi.zone/post/240371

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