Packrat game

40 base game build ideas that aren't restaurant, library, thrift shop etc and also make your game more immersive

2024.05.28 00:53 MoistCurdyMaxiPad 40 base game build ideas that aren't restaurant, library, thrift shop etc and also make your game more immersive

Here are 30+ideas possible with base game and "liveeditobjects" "hidden objects" cheat, enhanced by the cheaper packs
Furniture store
Orchard
Floral shop
Museum or gallery
Liquor store
Laundromat
Shops for flooring, construction
Arboretum and botanicals
A shady business that fronts as a shop, like those "mattress stores"
School house
Hotel or hostel
Indie shop for things like flowers and plants, sculptures or pottery or woodworking
Theater or studio
Country club or resort, casual or large scale
County jail
Commissions office, especially for an artist or journalist that you can decorate with liveeditobjects and also live in
Convenience shop, small bakery or juice bar or dispensary
Staircase adoption center, just for the heck of it
Storage units, for displaying your moveobjects on skills
Sights, monuments, historical buildings
Small administration or law firm
Pawn shop, something really small and cozy
Specialty shop, a liminal space that sells 100 of the same things on display
Possibly courthouse with base game
Central Park, including a picnic area and sand yard, or statues and landscaping, or wishing well and other objects from garden/outdoors
Orphanage, also functional if Sims 4 does addtohousehold
Sanction or church or chapel
Hedge maze
Straight up forest and lake area (I've seen tutorials on turning lakes into swimmable pools but I've never tried it)
Tavern, which strays from traditional restaurant and Cafe
Local pool, and gym that's better than what's in the game
Or an entire recreational center, with a gym and pool and housing and some improvisation, there is custom content such as rugs that serve as a gymnasium or court
Haunted House, or abandoned packrat place with moveobjects on
Bathhouse or sauna
Karaoke/open mic bar with piano and mic
Respite and retirement home
Apartment with completely different families living in the same 30x50 space
Daycare and nursery
Parlor and rental in
Funeral home, which could include a rabbit hole basement
submitted by MoistCurdyMaxiPad to TheSimsBuilding [link] [comments]


2024.05.28 00:49 MoistCurdyMaxiPad 40 base game build ideas that aren't restaurant, library, thrift shop etc and also make your game more immersive

Here are 30+ideas possible with base game and "liveeditobjects" "hidden objects" cheat, enhanced by the cheaper content
Furniture store
Orchard
Floral shop
Museum or gallery
Liquor store
Laundromat
Shops for flooring, construction
Arboretum and botanicals
A shady business that fronts as a shop, like those "mattress stores"
School house
Hotel or hostel
Indie shop for things like flowers and plants, sculptures or pottery or woodworking
Theater or studio
Country club or resort, casual or large scale
County jail
Commissions office, especially for an artist or journalist that you can decorate with liveeditobjects and also live in
Convenience shop, small bakery or juice bar or dispensary
Staircase adoption center, just for the heck of it
Storage units, for displaying your moveobjects on skills
Sights, monuments, historical buildings
Small administration or law firm
Pawn shop, something really small and cozy
Specialty shop, a liminal space that sells 100 of the same things on display
Possibly courthouse with base game
Central Park, including a picnic area and sand yard, or statues and landscaping, or wishing well and other things from garden/outdoors
Orphanage, also functional if Sims 4 does addtohousehold
Sanction or church or chapel
Hedge maze
Straight up forest and lake area (I've seen tutorials on turning lakes into swimmable pools but I've never tried it)
Tavern, which strays from traditional restaurant and Cafe
Local pool, and gym that's better than what's in the game
Or an entire recreational center, with a gym and pool and housing and some improvisation
Haunted House, or abandoned packrat place with moveobjects on
Bathhouse or sauna
Karaoke/open mic bar with piano and mic
Respite and retirement home
Apartment with completely different families living in the same 30x50 space
Daycare and nursery
Parlor and rental in
Funeral home, which could include a rabbit hole basement
submitted by MoistCurdyMaxiPad to Sims4 [link] [comments]


2024.05.28 00:46 MoistCurdyMaxiPad 40 base game build ideas that aren't restaurant, library, thrift shop etc and also make your game more immersive

Here are 30+ideas possible with base game and "liveeditobjects" "hidden objects" cheat, enhanced by the cheaper packs
Furniture store
Orchard
Floral shop
Museum or gallery
Liquor store
Laundromat
Shops for flooring, construction
Arboretum and botanicals
A shady business that fronts as a shop, like those "mattress stores"
School house
Hotel or hostel
Indie shop for things like flowers and plants, sculptures or pottery or woodworking
Theater or studio
Country club or resort, casual or large scale
County jail
Commissions office, especially for an artist or journalist that you can decorate with liveeditobjects and also live in
Convenience shop, small bakery or juice bar or dispensary
Staircase adoption center, just for the heck of it
Storage units, for displaying your moveobjects on skills
Sights, monuments, historical buildings
Small administration or law firm
Pawn shop, something really small and cozy
Specialty shop, a liminal space that sells 100 of the same things on display
Possibly courthouse with base game
Central Park, including a picnic area and sand yard, or statues and landscaping, or wishing well and other objects from garden/outdoors
Orphanage, also functional if Sims 4 does addtohousehold
Sanction or church or chapel
Hedge maze
Straight up forest and lake area (I've seen tutorials on turning lakes into swimmable pools but I've never tried it)
Tavern, which strays from traditional restaurant and Cafe
Local pool, and gym that's better than what's in the game
Or an entire recreational center, with a gym and pool and housing and some improvisation, there is custom content such as rugs that serve as a gymnasium or court
Haunted House, or abandoned packrat place with moveobjects on
Bathhouse or sauna
Karaoke/open mic bar with piano and mic
Respite and retirement home
Apartment with completely different families living in the same 30x50 space
Daycare and nursery
Parlor and rental in
Funeral home, which could include a rabbit hole basement
submitted by MoistCurdyMaxiPad to thesims [link] [comments]


2024.05.27 02:28 themamasaurus How can I make a better build to do better in events and overall?

I've played since the game first came out (this is my second character), but only casually. I mostly focus on quests/story or building in camps. I would like to have a proper build that will help me further. I would prefer to do a full health build that still let me have my plasma flamer as it's really fun. But, I'm open to all suggestions!
I tried to make this as detailed as possible. I appreciate any comments in advance! 🙂
Level 337
Mutations: Egg head, herd mentality, marsupial, speed demon
Armor:
All are BOS and upgraded to be light or deep pocketed. •Chest-(🛡️86⚡86)⭐ Vanguard •Right leg-(🛡️35⚡45)⭐ Vanguard •Left leg-(🛡️35⚡45)⭐⭐ Vanguard, Poison resist •Right arm-(🛡️54⚡12)⭐⭐ Vanguard, Disease resist •Left arm-(🛡️46⚡10) ⭐ Vanguard
Total damage resist: 🛡️436💧25⚡378☢️5
Weapons:
•Marksman plasma rifle-(🎯51⚡51)⭐⭐⭐ Mutant's,+50 limb, breaks slower •Marksman Handmade -(🎯77x2)⭐⭐⭐Two shot, +15 vats crit charge, +20 armor penetration
Perk cards:
Legendary- ⭐⭐⭐⭐ Ammo factory ⭐⭐⭐⭐ Intelligence ⭐⭐⭐ Luck ⭐⭐⭐⭐ Master infiltrator ⭐⭐⭐ Strength ⭐⭐⭐ Endurance
S (4)- 1 packrat, 3 blocker P (13)-3 rifleman, 3 tank killer, 3 expert rifleman, 1 concentrated fire E (7)- 3 ghoulish, 3 adamantium skeleton, 1 fireproof C (9)- 3 inspirational, 2 field surgeon,1 team medic, 3 tenderizer I (8)- 3 batteries included, 5 gunsmith A (11)- 3 action girl, 1 marathoner, 1 born survivor, 3 adrenaline, 3 dodgy L (15)- 3 bloody mess, 3 better crit, 3 ricochet, 1 four leaf, 2 starched genes, 3 crit savvy
submitted by themamasaurus to fo76 [link] [comments]


2024.05.21 04:29 featherwinglove Tightniks Run One: You Probably Should Go...

[Run Zero chapter: https://redd.it/1csb71x not every run will have a chapter; it won't be long before there are multiple runs per chapter.]
Portal load: Agility 1, Bait 3, Trumps 1, Pheromones 1, Packrat 1, Motivation 1, Power 2, Toughness 2, Looting 5, Discipline Challenge, 54 of 54 He allocated, 7.8% AP at start.
[This is probably the lowest helium load I've ever done, and sorta keeping my own advice on a recent Reddit post, Bait and Looting are up. Especially Looting, but it's not like I don't always do something like this.]
The human emerges from the glowing green mist and hits the ground. Groans. Pushes against that ground, trying to get back up. I feel really heavy. I'm not that fat, am I? He's got a dark blue button-down shirt on. A uniform? A shoulder patch. Rolls over- Ah, what's that? His shoulder pressed into something hard and metallic, He reaches over and his hand naturally seems to find a folding handle. He pulls it out from under himself and gets it up on his chest, sort of in a semi-comfortable position to hold it up and look at the screen while lying on his back. Some fiddling around the edges gets the power button pressed and the screen lights up with:
"Manual portal activation 1 successful: Void enabled. / 54 He loaded / Discipline challenge active / Total portal activation 955"
"Kakka," its one of his trimps.
'My' trimps? The human sets aside the portal pad and gets up.
Are you the guy? They all seem to be looking at him, as though they have a frickin' huge problem to solve and they need his help to solve it.
32s: First trap.
Do you bite? It doesn't matter much to us. The trimps look hopefully up at him through the trap's grating, We're so friggin' screwed.
I didn't think four of you could fit in there! He opens it and they all start following him around like imprinted hatchling birds. It seems his tactic of making a catch-alive trap confirmed to them that he was 'the guy' to help solve whatever problem...
26m42s: Z2c15, 58 pop, 7.7s RC with Z1/2; 29m44s: Fresh turkimp c25.
"Hey, buddy," he says to his first scientist, "can you speak yet?"
"Shijou?" it says, then it starts writing, "Hi Tightniks."
"Who do you mean 'Tightniks'?" he asks, "I mean, it's not like I remember my own name, but what makes you think it's Tightniks?"
"Tai," it points right at him with one paw.
"Just pointing at me isn't going to answer that," he chuckles.
The trimp's hands are quite prehensile, but it's hard to tell without it holding something, they don't seem able to make their fingers visually distinguishable. [Puchim@s all the puchidoru, although some have big round hands and some have small pointy hands; Takanya is the latter. Probably Final Fantasy Red XIII as well, but I'm not familiar enough with him to be satisfied.] This one starts climbing up his leg.
"Wait, wait," he stops it. It's a challenge to stoop in this gravity, but not as much of one as carrying a trimp. He gets down on his knees and back on his haunches and-
"Tai," it points again to a spot on his chest just left of his heart, then climbs on his lap and grabs his uniform at that spot, "Tai!"
He looks down and sees "Tightniks" embroidered into the fabric above his pocket. "Ah," he sighs, "Well, if that's my name, that's my name."
"Shijou," it gives him a friendly whack on the shoulder.
2h38m55s: Mskel in Z11c3.
"Hey guys?" Tightniks points at his bone box, waving his finger, "Does anyone remember where these came from?"
"Nope," the yellow one says.
"Yeah, there are 12 more in here than we got kills to account for," Tightniks says.
"I've been getting a sense of deja vu about just about everything," the red one points at the metal box on the strap over his shoulder, "That's a big exception. Any clues there?"
"It says it's for something called a DT Experimental Industries Time Portal," the human shrugs, "I have no idea what it's talking about, honest."
3h25m46s: Block PB, 0.3% AP sub-4h, 540 pop, 8.3s RC, no turkimp
That thing is beeping? He takes a look at his TPCS pad and he's got a message saying that he finished the Block in under 4 hours and there's a little attack bonus- Under 4 hours? It's been over 4 days!! Checking the time on the device reveals that the portal times in terms of a "map frame" out there in space, and the passage of time has been vastly dilated on this planet.
4h15m56s: Zone 15, 954 pop, 11.9s RC with Z14/60, no turkimp.
"Tightniks," the yellow one comes back from the second full bin to the filling third bin, watching the human fold up another of his very first inventions, the very first thing he built after jumping through the mysterious green phenomenon exiting the crashed ship, "Why in blazes are you building so many traps?"
The human had finished another and tossed it into the bin, then picked up the now ever-present portal control pad, gets it out of auto-sleep and called up the "Achievement Points" page. "I have this weird hunch," he says.
"Deja vu? That familiar feeling we always have?" the yellow one inquires politely, slightly tilting its head.
"May I?" Tightniks turns up his hand and waves it up and down in a lifting gesticulation, then points at the trap pile.
"Sure," the yellow one understands, "if you'll put me back down after."
The human sets the pad down, stoops at the knees and gets his arms under the yellow trimp scientist's front limbs and lifts it up onto that stack of traps with a grunt; it is an impressive demonstration of his improving strength against the planet's high gravity. Then he picks up the pad again and points at one of the blank purple squares near the bottom.
"You don't know what that is," the yellow one says, "Are we going after that first one that is readable?"
"Yes," the human nods, "it's for finishing something called a Dimension of Anger, whatever that is, before getting something called Bounty."
"Whatever that is," the trimp chuckles.
"No, I know what it is," the human says, "I remember it being access to a resource-rich area on the other side of a green Wall we'll find with our next map route. It doubles our resource production."
"That would be handy," the yellow one says.
"Hmm," he nods, "But all the traps are for this one," pointing at the third square in the top row of the array the pad labels "Feats", the second of three that are purple.
"Oh," a stylus materializes in the yellow one's paw, "Well, all it says is 2.5%. It doesn't say how to get it. Something to do with traps?"
"Something to do with traps," the human chuckles, "that's only convenient to do now."
4h29m46s...
Other trimps can understand the grey one better than the human, "Shijou shijou shijou?" is what a human ear would hear, but it's really asking the yellow one, "You mean he knew it was going to be here?"
"Yeah," the yellow one nods.
"Well, it's gotta be that pad none of us finds familiar," the grey one insists.
"I don't think so," the yellow one argues, "He showed the reason for all these traps to me on the pad, and the information is not yet available there."
"Well, it can't be just a coincidence," the grey one grumbles.
6h23m16s: Our first void map dropped.
"What is that?" The red one asks the yellow one. It grabs a stick and lifts the strange square object up by an edge from as far away as he can.
"I have no idea," The yellow one says.
"It seems to have some sort of cooling effect," the red one says, looking underneath it, having tilted it up with the stick, "Like it's not just cold, but actually cooling down, as though it were the opposite of on fire."
"Shijou," the grey one says, holding a note.
"It's a void map. Grab it with a blanket and put it on the cart please. - Tightniks"
"Shijou shijou," the grey one clarifies, "The new pad said 'void enabled'. Guessing it's that."
10h06m21s: Zone 21, 1975 pop, 19.6s RC with Z20/232, no turkimp.
"Ooooookay," Tightniks growls, "There is something off about this thing."
"Shijou?" the grey one looks at the yellow one with concern about their human starship pilot friend.
The human stoops, picks up the little green gem on the ridge between Zone 20 and 21, looks at it, huffs, and asks, "Any idea where this comes from?"
"Err..." the red one seems hesitant to say, "I think you made it."
"Really?" the human huffs, "How could that be?" Then he tosses it at Red, "See if anything reacts to it. It might be radioactive, so we should take turns to minimize exposure."
"Really?" Red's holding it now, "What makes you say that?"
"Because I'm pissed off for no reason I can figure out," the human says, "I think it's coming from-" he gasps, "Waitamint!" He starts searching for the portal pad.
"Frags," the red one says quickly, "I think it's arranging a route. You're good with maps," it tosses the gem to the grey scientist.
The human has his portal pad up and reads aloud, "You have the Discipline challenge active. Tweak the portal to- yada yada yada. Tiss tiss t- completing The Dimension Of Anger will cause Trimp damage to return to normal." He snaps his fingers, "That's gotta be it."
"Shijou," the grey one says hopefully, and has a map drawn within a few minutes.
12h30m06s: Portal, 45 He, 3.600 He/hr, 2098 pop, 18.3s RC, 1% AP for Portal-before-Bounty.
The last head of the map's boss monster goes limp as one of the fighting trimps' dagger points goes into it, and the huge thing settles on its tail, resting on the package that seems to be the prize of this map. And there's a popping sound, and then something mechanical.
Is that a scroll compressor? Tightniks looks at the package. The deflating monster's lifting envelope material drapes over everything underneath it. "Red, Shijou!" he snaps and points, "roll up that side of it. Keep this part from sucking down on the extractor nozzle!"
All fifty of the scientists jump in, literally, pushing the gas in the bag towards the compressor. Tightniks as well, rolling up the front.
Until he kicks, and nearly trips over, a smaller package that might be the explanation for the reason why the center of the monster's defense seemed to be a little away from the big package he could see. It's in the right place, he realizes. He gets it uncovered and reads stenciled-and-sprayed block letters on it:
"DT TIME PORTAL / THIS SIDE DOWN"
Perhaps the Dimension of Anger is so named because of the rage suddenly rising up in Tightniks' throat. It isn't so much as the free-floating aggression suddenly has an answer, there is definitely a fresh batch of rage and anger as he grips the nearest Dagger V, Mark 2 with both hands- ...I must have gotten used to destroying it at some point. He lets go of his weapon with his right hand first and dangles his left arm while holdi-
Refocusing on surviving the next few seconds, the pilot turns on the radar for the final approach and takes a last look around, then straight ahead at his forward camera and primary flight display...
He crouches, sets the dagger down gently, then starts clearing the debris from the box's grab iron. He tries to lift it- Damn, this is heavy!
Surprised at this turn of events, his two oldest scientists, Grey and Yellow, rush to either side of him and help out. They get it flipped over and read the other side of the device, Tightniks chuckles a bit at its predictability:
"DT TIME PORTAL / THIS SIDE UP" There's a square cutout in the middle of one side of it, with a sliding cover at the bottom of it.
"Thanks," he pats his scientists, "but back off, please." He gets the cover unlatched, and slides it open to see, first a big rainbow-colored wide data cable and card edge connector, then several fluid ports. "There's something missing," he says aloud as he gets the cover completely off and onto the grass, "this connects to some-" he's got the wide flat cable up in his hand, realizing what it plugs into. He looks at his scientists, lips trembling, "G-g-g-get the pad."
The grey one already has the survival data pad and offers it to him.
"No, the other pad," Tightniks clarifies, "The big one. The big one," he picks up wide flat rainbow cable and its edge socket in one hand, "It goes here," he points at it with the other. "It must have come with me end of the last cycle."
Both the yellow one and the red one bring it, one on each side.
"Thank you," the human takes it, gets its hinge lugs on the trunnions at the top of each corner of the cavity, then gets the cable connector on the card edge in the pad's base recess, "See, that's where it came from." It comes on:
"12h30m05s: You have completed the Discipline challenge, unlocking a new memory-enable coolant loop and restoring your trimps to normal combat discipline."
"Do you have any idea what that's about?" the yellow one points at the edge of the left side.
"That's-" Tightniks examines it, then suddenly realizes, "It's gotta be for the void map."
He's got a port cover open, and the bottom of it says, "NULLIFIUM/VOID HEIRLOOM INTERFACE"
"Shijou?" the grey one brings the blanket-wrapped void map.
The human clears an edge of the map; doesn't seem to matter which one, and then gets it into the slot. It disappears and the blanket settles down while the environment goes deep blue and suddenly goes super cold. "Hoe Lee!" he shivers, wrapping the blanket around himself, "I hope this isn't too much of a Napolean-Hitler Maneuver!" He glances around, but all the trimps don't seem to discomforted by the sudden cold.
12h35m24s: Void 1, 55 He, 4.369 He/hr, 2098 pop, 18.3s RC, first void AP 1% and 0.3% AP for 100 He simultaneously, we got a rare shield, but it's lame with attack, storage, and empty.
As the environment around them return to normal, the trimps cheer over the deflated corpse of the- ...whatever, who give a hoot? Tightniks finds a flurry of messages on the portal screen, two regard APs, one is about having recovered 10 He units, and the big one was about a "shield". Through the touchscreen, he enables it, and gets the status effects that it's talking about.
"Where to now, boss?" the yellow one asks, Tightniks can feel the draft off the cold trimps. They seem to be extraordinarily robust ectotherms, unlike him.
"Let's go back to that friggin' Wall, where it's warmer," he shivers, "We got that AP and could use the resources." As he leads them to the L15 route, he thinks, Maybe I did that void too early. It takes on the level of our most recently entered Zone, and the resources probably go up accordingly. [I did for character reasons after seriously considering running it at Z25 or 30.]
12h49m37s: Nursery unlocked.
"Four hundred thousand gems!" the human squeaks, "Are you kidding me?"
Grey and Yellow glance at each other, the former says "Shijou?" and starts doodling a real answer.
"I'm not sure if you've noticed, but young trimps have special diets for healthy bones," the yellow one explains.
"You eat gems?" the human gasps.
"Shijou," Grey says with a shit eating grin just above a little sign that says, "Babies eat aluminate, and gems are the best!"
"Do they like the taste?" Tighniks tosses a gem from the helium compressor in the direction of the nearest house.
"Uh-Uuuuh!" after it bounces off a paving stone, a yellow juvenile with red head fur jumps into the air to catch it in its mouth. [Puchim@s Yayo. Liek seriously, she jumps after pennies.]
13h32m59s: Zone 25, 84 He, 6.199 He/hr, 2217 pop, 52.6s RC with Z24/568, no turkimp.
It has an unusually light colored body, dark head fur that lies flat, and for trimp tails, wide and not all that prehensile, reminds Tightniks of a- ...he remembers what the animal looks like, but not that his home planet is called Earth nor that the animal is called a tanuki raccoon. Just the tail, the rest of the trimp looks like a trimp for the most part. Oh yeah, the mining foreman. [Puchim@s Yukipo] He turns to Red and asks, "What's wrong with it?"
"It's in a bad mood," the red one answers.
"I can tell," Tightniks glares angrily at the red one for a moment, cools off, takes a breath, and asks kindly, "Why is it in a bad mood?"
"We've never been out this far," the yellow one offers, "...well, with the portal captured at least. Now, it was in a good mood before it got near the cart after we started this zone. Something new on the cart?"
Tightniks approaches the mopey mining foreman and asks it, "What's the matter, little fella?"
It sighs, then starts struggling to climb [see 1x6] onto the compressor cart. Tightniks helps it up with a lift, then it goes to the portal pad and turns it on, opens up the coolant page, the challenges tab there, and sort of sighs and looks questioningly at him.
"Metal challenge:" the pad reads, "Tweak the portal to bring you to an alternate reality, where the concept of Miners does not exist..."
"Oh," Tightniks realizes, then huffs, "That explains the bad mood." He sits down with the mining foreman trimp and brushes its tail, "Don't worry, my friend. You'll be back after one cycle, and I'm sure I'll miss you and your miners. These guys," he nods at the scientists, "we're scared they wouldn't be back when I first used it on purpose, but they came back. If there's a 'Science challenge' later on, I'll have you and not them-"
The scientists flinch.
"It'll be okay," he assures the mining foreman he hasn't yet realized has fallen comfortably asleep in his lap, "It'll be okay, buddy."
16h11m02s: Gymnastic Z25 taken and gyms rapidly increasing now.
The 710 fighting trimps are majestic with their new gymnastic skill and nearly impossible to hit. Only occasionally did the gorillimp do damage. They took it down easily.
Then the dragimp they faced next blew them away with a fireball that made Tightniks flinch. It took him a second to get the dragimp back in his bee nickels. The next group was all ready to relieve their fallen comrades before they went down, even without the welcoming traps for the wild volunteers (of which Tightniks has just started into the 41st bin of ten thousand.) The dragimp can do nothing to them; anything that hits gets deflected by their V-8 shields; they never got sufficiently blindsided.
[Funny: V-8 is a veggie drink similar to clamato juice I can't find anymore, but it's really five-eight, which just happens to be the squadron number of the cast in Space: Above and Beyond. Herp-a-derp!]
19h11m12s: Spammed some random biome maps...
"Tai?" the grey one looks up at the human holding a little sign, "Last couple zones, you've been mapping a lot of random biome routes we never used. Is there any point to that?"
"Stats," the human says, fitting another one together, "Oh, and this," he tosses the trimp the completed forest route map."
As it registers in the portal system, the pad starts beeping and flashing its screen.
"What?" Tightniks sneers incredulously, "There's an AP for that?" He checks and sure enough, there's a 5% Achievement Point for making a 'perfect' map, by a full notch the biggest AP so far.
The yellow one was relaxing on the corner of the latest filled up trap bin, the 49th, notices, and leans back, "Yarey yarey..." shaking its head.
19h13m28s: Uberhouse taken.
"Shijou," the grey one stands at Tightniks feet holding a small book.
Tightniks takes a brief break from his trapmaking and stoops for his oldest scientist.
"Shijou," the grey one bobs the small book in its hands to offer it to Tightniks.
"Flush toilets and septic systems?" Tightniks reads, "You do this yourself?"
"Oh, don't you wish," the red one snickers, "No, it was in that perfect route you mapped up."
20h39m26s: Zone 30, 161 He, 7.794 He/hr, 4656 pop, 20N, 74.5s RC with Z29/1735, no turkimp, 2.5% AP for sub-60 He Z30 start...
"Oh?" Tightniks has an Ax V-3 over one shoulder and screws the helium hose connector to the portal system with one hand. He grunts, sounds kinda disappointed, sets the ax down and continues working on his massive pile of traps; he's almost finished the 55th of, he just learned, 100 huge bins.
The mining foreman had struggled up onto the cart to see, and just looks baffled. It usually looks a bit lost just as part of its demeanor, but this time it looks really quite confused, and makes rather bemused sounds too.
"Oh, what is this?" Red jumps up on the cart, sounding like it's gotta be silly.
The mining foreman climbs back down and spots a purple ore vein, makes a happy sound and pulls its shovel out of its back pocket to start digging into it.
[OC: This is not even close to an exaggeration vs. OG Puchim@s Yukipo who, in 1x2, just pulls out her shovel from nowhere and digs a hole through Project 765's indoor tile-and-concrete office floor to have a nap in the cold open of a 137 second long cartoon episode. Never run out of mushroom boxes! Also, 2nd season Golden Week gold medallion, she and Yayo dig into a volcanic island and hit an oil gusher ...you don't need to know much geology to realize...]
"Really?" Red groans, "Sheesh."
What's on the pad? "Hoarder: Have over 1 million traps at once, 2.5% damage."
20h48m06s: Gateways.
"Hmm," Tightniks pauses from his trap building and gazes over where they came from.
"Thinking of something?" the yellow one asks from the stack he's building under his feet as he puts the most recent trap on the pile.
"Yunno, we have a lot of territory back there that should be pretty pleasant to live in," Tightniks says, "You'd think we should be able to just map an enemy-free route that trimps can just sit down and live peacefully in. I'd love to be able to do that."
"Shijou," the grey one is at his feet with a massive shit-eating grin, not really "hiding" a big piece of documentation behind its back. Obviously it's not so dumb as to realize that it isn't concealed. It then pulls it out and offers it to the human, "Shijou."
"What's this-" the human gasps, "Are you kidding?"
"Shijou."
"Well?" the yellow one prompts, "Let's friggin' try it, shall we?"
21h34m53s...
For some odd reason, that quiet little mining foreman is on the trap pile, fiddling around. Seems to be trying to arm one, has the spring catch on-
"Hey, buddy!" the human notices, "What are you-"
SPROING and it goes flying through the air. Does a few flips and turns, and then sticks the landing, strikes a pose, and makes a happy sound. [op cit. 1x57]
"What the-" Tightniks says, scratching his head, I wonder how much more damage the fighters could avoid if they could do stuff like that.
"Shijou," the grey one is carefully copying out the trimpese from a tattered and dusty scroll.
"What is that?" Tightniks asks.
"Where mining buddy learned that flip," Yellow says from the cart with feet playfully dangling, "another gymnastic book we picked up a few NMEs back. Probably another chapter from the same book, actually. It seems to have been torn apart and scattered."
"Is that right, bud-" the human looks around, can't seem to find the mining foreman, "Buddy, where are you?" It can't move so fast as to get out of sight this quickly!
"Po-wee!" it cheers from the bottom of its latest hole, which is beside a pile of rich bluish-greenish copper ore, onto which another shovelful flies out of the hole onto it.
22h44m17s: Zone 32, 205 He, 9.016 He/hr, 9548 pop, 30N, 37.7s RC with Z31/2712, no tkp.
"You should probably go," Red whispers.
The exhausted human has just sat down for a nap after tossing yet another trap into the huge bin stenciled "61".
"Really, I mean it," the red trimp scientist gently sets a paw on the pilot's shoulder, "Listen to sense please. Charge all this helium and use the portal; it'll make us so much stronger."
"Only 392 thousand to go," Tightniks sighs, "All the ones I've made go to waste if I use it now. I know it's only a two-and-a-halfer, but if I go now, I'll never be in de-" his head slumps into the nodding-off of post-all-nighter fatigue, "moo."
Red and the mining foreman help the snoring human gently down onto his side. The former quietly asks the latter, "Do you think he's doing the right thing?"
The mining foreman makes a particularly delighted squeak, grabs its latest flask of leafy-flowery infusion, which is just now cool enough not to punish such a maneuver with a nasty burn, and upends the whole thing in a couple seconds. It then bounds off joyfully towards the big pit mine over there. It does not often lead the general laborers because of the gymnastic and shield driven block fight, which needs wood, but it happens to be doing so today.
Yellow stands next to the grumbling unhappy green lumber foreman trimp, who is standing on the head of its dual bit ax with its chin on the end of the haft sticking up from the head on the ground. "Cheer up!" the yellow scientist gently prods it in the elbow, "There isn't a Lumber challenge."
1d00h20m05s: Zone 33, 229 He, 9.410 He/hr, 10120 pop, 50N, 40.8s RC with Z32/3390, no turkimp.
"It's a familiar smell," the human says.
"There's no way we've been out this far since whatever it is that shtfed Trimp civilization," Red grumbles. [Word based on acronym SHTF, which stands for "stuff hits the fan" in its G-rated version. Long time ago, similarly derived "nsfw" was a kerbalese cuss word.]
"I think it's from before that," Tightniks clarifies, "from before the time loop stuff."
"I'm worried our fighting group is nearly a third of our population," Yellow sighs.
"Casualties bother you?" Tightniks asks, "I thought we talked about that."
"It's taking forever to breed up new groups, and these things, *snap* ow," Yellow didn't quite touch that one the right way, "you've got 661 thousand of are too small to help. If you don't go now, this will probably be our last Coordination and we won't be able to finish the next zone."
1d06h52m14s: Gymnastic Z35 finally away.
"Did you know it was there?" The red one asks the human as they watch the grey one transcribe another lost chapter of the Gymnastic book.
"No," Tightniks huffs, in a few minutes' break from his trap building, "But I'm not surprised, I hope it gets us Zone 36. In any case, as soon as I finish that millionth trap-"
The mining foreman makes a mournful sound.
"Don't worry, buddy," Tightniks pats it on the head, "I'll brush your tail again last thing before I go." He's working on bin #88.
1d08h00m10s: 12802 pop, 80N, 43.7s RC with Z34/5298, down from 27.4s; '31m00s...
Tightniks, wearing wool-lined leather gloves mixing shimp and bovimp ingredients, plugs the void map that they got from earlier in the zone into the portal, bundled up against the expected cold. He hopes that the fresh Gymnastic Z35 and Coordination Z34 will get them through it.
1d08h33m03s...
"Do you think you can get it back out of there?" Red asks the shivering human as he reaches for the portal.
There are a pair of ejector levers beside the void map slot which clicked when he inserted it, but the void map disappears, so it remained an open question as to whether they could get it back out. Making sure not to have his hands over the void map slot, Tightniks gets a thumb over each one and there's resistance like something is in the empty slot. He grunts and pushes down until they suddenly snap down, the ejected void map rematerializes. "Well, that's a relief," he sets it down and the starts doffing his coats and sweaters to let the warm air of the normal world reach him.
"Try again later?" Yellow asks.
"Yes," the human says.
"What, are you kidding?" Red scoffs, these things level up with the zones!"
"Later on in this zone, obviously," Tightniks grunts with a huff, and then turns to see the grey one holding its little sign with those exact words on it, can't help but smile.
1d09h08m09s: Snimp in Z36c74...
Having just finished yet another trap for bin #95 of the hundred that he needs for the million-traps AP, he tosses it in and looks to the front. There's not much left of that snimp, but it just killed a third fighting group. "The training bonus from running ten laps in an on-level map route doesn't transfer to the void, does it?"
"Shijou," the grey one says with a note of confirmation.
"And I'm getting close to done this pile of traps we need for that 2.5% AP damage bonus."
"Shijou," it says again.
1d09h08m21s: Snimp in Z36c75...
Tightniks sighs, "...and there's another one. So much for that void map with its heinous critically accurate fast voidsnimps and ugly boss fight." And he returns to building traps.
1d10h14m08s: Trying again...
"NULLIFIUM/VOID HEIRLOOM INTERFACE," Tightniks tightens the stuff around himself and then finishes getting the void map inserted with his gloves, and his fingers come together as it puffs out in a brief blue mist in the void environment.
"Timba timba," Tightniks hadn't even noticed that the lumber foreman was up on his head, pats him on the head, wants to get back to work. [No Puchim@s resembles the lumber foreman.]
"Oh, there you are," the human says, "Sorry, I wanted to finish the run with the mining foreman in charge of the resourcing workers. I don't know what's about to happen to it when I hit the Metal challenge."
"Who the devon talked you into into trying this thing again?" Yellow grumbles, looking up at the indigo sky and mysteriously shrunken and dim sun, hands- ...forepaws on its waist, not discomforted by the cold, but bothered by the re-attempt. [This cuss-word after Disturbed song "Inside the Fire".]
"Shijou," the grey one grins above a Rosetta-stone-like sign it's holding with "It was me." in forty-seven languages both human and trimp.
"Zone 37 is hopeless in the time it'll take me to finish building the traps," Tightniks says.
"Won't the cold slow you down?" Red inquires, "It seems to get to you for some reason we don't get."
"Timba timba," the lumber foreman confirms from its perch on Tightiks' jacket hood.
"Yeah," he huffs, tightening it down, "but it slows down the portal clock by the same amount, so who cares?"
1d10h38m48s: Voidsnimp in c12...
Even in the void, Tightniks has gotten used to the sounds of the combat and trimps dying en masse, but when he heard that voidsnimp screech, which is similar to a "drill" robot from an Earth video game he has almost totally forgotten called Descent (Interplay 1995), he almost involuntarily turned to see, Even way back here, they can damage us despite all that gymnastic training? Then it landed the critical hit and wiped them out, as all critical hits do on this void route. He still finished the trap he was working on before going back to the portal, "Forget this, we're just getting the zone blimp." He pops the map from the portal's void slot, and starts getting his void gear off. His uniform long since wore out, so he's wearing something much more cave-manny. [I picked that sound because that sucker was dangerous and terrifying and carried the nearly hitscan Vulcan cannon. There was no Descent II equivalent, but the Thiefbot was pretty annoying.]
1d10h45m30s: 1M traps AP for 2.5%. 1d10h47m36s: Zone 37, 345 He, 9.916 He/hr, 13120 pop, 100N, 33.6s RC with Z34/5298, 2774 pop short, no turkimp.
Tightniks had nearly finished the long procedure for loading and configuring the portal, then sat down with the mining foreman to brush its tail like he promised.
The scientist trimps tried to hit the portal's activation plunger, but it refused to travel the full distance closed for any of them. Quite tired themselves out trying. The only one not exhausted into total silence was the grey one with its exasperated "Shijou..."
The mining foreman refused to go to sleep, and watched intently as Tightniks finally reached over and set it home with one hand. Its last nervous little sigh was the only thing he remembered-
The ship is without power, and Tightniks can't run the radar much without draining the batteries...
submitted by featherwinglove to Trimps [link] [comments]


2024.05.12 06:03 cudambercam13 Games for building collections

Looking for a free game, something available on a website or from the Google Play store.
Some games I've enjoyed before:
Wallabee: was GPS based, but you could collect from a fairly long range away without having to be at the specific place the collectibles are.
Packrat: card collecting which included crafting
Kitten Cards: another card collecting game
The Everything Game: sort of card collecting
Animal Crossing: trying to collect the different furniture and clothing items available
MineThings: search for items, craft and collect
submitted by cudambercam13 to gamingsuggestions [link] [comments]


2024.05.03 03:42 Isnottobeeaten Doing a mix of a crit vats build. Is my stat allocation any good?

planning on going with 2 different options for stat allocation
5/5/8/1/6/7/8 or 3/5/6/1/7/9/9
5 strength for the weapon str requirements (+ implant and the weapon handling perk)
5 perception + the implant for the sniper perk
8 endurance for the health and implants
1 charisma its everyone's dump stat
6 intelligence + implant for extra skill points and some perks like packrat etc
7 agility + implant for the ap and vats related perks
8 luck + implant for better crits
so endgame stats should look like this (if we're counting the special bonuses from the dlcs) 7/6/9/1/7/9/10 the extra point in agility is the free stat point from the lonesome road dlc. traits will probably be fast shooter and built to destroy
the more min-maxy build is the second one
3 strength + implant + reinforced spine and weapon handling will let me play around with anti-mat rifle
5 perception + implant will allow me to get the sniper perk
6 endurance will snag me the strength, perception, endurance, intelligence, agility and luck implant. (not sure how useful subdermal and monocyte breeder will be)
1 charisma
7 intelligence + implant will get me those sweet skill points (if I'm getting concentrated fire I'm gonna need as much as I can get!)
9 agility + implant to get as much bang for my buck (all the ap)
9 luck + implant to get all the crits and fast track my way to getting banned from every casino
end game stats should look like this 6/6/6(+1?)/1/8(+1?)/10/10 not too sure where I'd put the extra special point from the lonesome road dlc since I plan to do that one last (or right before the dead money dlc) intelligence for extra skill points would be nice (since I'll most likely be starved of them the entire time) but by the time I finish the dlc I'll probably be around level 30 or 35 so I'm not sure how useful it would be. If I put it in endurance I'll be able to net myself another implant though so if my DT is low or I need the heals I could pick up the other two implants (because who actually buys the empathy synthesizer?)
Perks will probably be something like sniper, better criticals, grim reaper's sprint and Action Boy. Not too sure about light touch since I usually stick to heavier armour like the elite riot gear which can be paired with a 1st recon beret for +10% crit chance. (tho if anyone has recommendation for crit perks and armour your advice is welcomed)
Early game I'll probably go use the gobi sniper along with That Gun (I've heard it has a high crit chance) and when I get to big MT I'll grab Christine's rifle and start investing into stealth. 45. auto pistol + all the chems if I get into too much trouble. Might also pick hand loader for some of the higher damage bullets since I'll probably have jury rigger by lv 14. Late game I will definitely be using the anti mat rifle (with the explosive rounds for whenever I come across a horde of deathclaws in lonesome road) and christine's rifle for stealth + the gobi rifle if I grab any carry weight perks (or if I decide to play hardcore mode). In the very end if I have any levels remaining and free skills to allocate points into I'll probably pick either melee or unarmed since it looks like fun.
skill allocation will probably be gun, repair and a mix of lockpicking and medicine early game (with a focus on gun since my strength will be low and I'll need all the accuracy I can get) and later I'll branch into things like energy weapons (curse you concentrated fire!) speech and barter (with a focus on energy weapons and barter) then stealth up to 50 (not sure if I'll need it past 50 but I'll look into it)
submitted by Isnottobeeaten to fnv [link] [comments]


2024.04.04 03:19 General-Water3045 Do Golden Beetle buffs carry over to NG+?

I wanna know in case I decide to play NG+ with my current char or start a new game with someone new. (also I am a massive packrat and would love infinite carry cap)
submitted by General-Water3045 to DragonsDogma2 [link] [comments]


2024.03.16 17:38 damurphy72 Guide to Cooking in Starfield

Gastronomy is hideously underpowered in the current version (as of March 2024) of Starfield. Food is heavy for the benefits it gives you, you need to invest precious skill points to unlock all but a handful of recipes, and you need to collect a random assortment of ingredients that aren't clearly identified even in the recipes.
Having said that, if you want to get into Gastronomy for role-playing or completionist reasons, here is what I've learned:
What would make Gastronomy worthwhile, in my opinion?
submitted by damurphy72 to NoSodiumStarfield [link] [comments]


2024.03.11 17:11 Flubbel Do i overvalue feats to increase ability scores?

I finished the game on balanced and tactician now and started honor mode. I still never multiclassed because that usually means missing out on feats, and 2 of my feats are usually ability increases.
I usually have 17 main stat, 15 dex, 16 con and increase the first 2 of those by 1 at level 4. next feat is great weapon master, sharpshooter, spell slinger or tavern brawler, and then ability again.
Now I know 90% of you guys are better at killing things than I am, can you give me some obvious convincing examples of feats that are better than ability score improvements and class combinations that outweigh having an extra feat?
More strenght on my barb means I hit more often, I hit harder and I can throw heavier enemies, what is better than that?
I do see mention of just using giant elixier, I even already did the thing with the base brewer wizard/rogue (oh, I did multiclass once, but only on a camp guy) to double my yield, yet I never have enough. How do (some of) you guys preach to rest often, to be able to use all skills, yet also seems to have elixier up for every fight? My gold is always tight despite being a packrat.
submitted by Flubbel to BG3Builds [link] [comments]


2024.03.10 17:46 Ashtavakra85 Finally beat Throne Bois in NG, Company of Champions

Lost Sinner at Bonfire Ascetic + 3 was not as hard as this. NG but in Company of Champions, with just 20 Vitality and Endurance makes these bosses hard as hell. I felt I was definitely underleveled, particularly in Stamina.
But I maintained my principle of never summoning, apart from when I used ascetic to finish Lucatiel and Bernhart quests. 30 deaths later, the feeling of soloing and dealing that defender asshole the deathblow while he was trying to heal his skinny pal was whole another feeling. The familiar Miyazaki high.
I had a lightning bandit axe + 10, Black Dragon Shield + 3 and 3 fireballs. Equipped the magic defense ring because Skinny was doing me everytime once he went infusion. Wore a Monastery set which I had farmed in NG itself with 5 Bonfire ascetics (don't ask...).
Nashandra and Aldia were so easy compared to these 2. I mean, even Ornstein and Smough in DS and Inner Father in Sekiro didn't give me this much trouble! DS2 still holds up in 2024, easily better than DS1 (yet to play DS3, been saving that and Elden Ring for a rainy day).
The third boss in this fight was that bloody pit in the room. Now having beaten them like a true honorable CoC Hollow, I will respawn them two more times, and this time, I will take the merry band of 3 NPCs to get their souls and all their weapons.
So base game is complete. I have every armor set, every ring and every weapon apart from ungettable ones (2 PvP covenants, 2 Vendrick weapons). I have also seen much of what NG+ would offer, because I have fought almost every boss 2 or 3 times to get their stuff, going through the area again in the process seeing some of the new enemies.
As a packrat, I'm satisfied, though the Dragon Aerie farming session nearly broke me. On to the DLCs once I kill the 3 final bosses 2 more times!
submitted by Ashtavakra85 to DarkSouls2 [link] [comments]


2024.03.09 05:31 WoodenPossibility705 Facebook game PackRat Group.

Don’t know what we’re gonna do yet, but we’re gonna do it.
submitted by WoodenPossibility705 to PackratCardGame [link] [comments]


2024.03.08 11:43 garbo56 Opinion: Versus should be heavily stacked against the u5

These thoughts are of course super dependant on what fs has as their own vision of versus. Do they want an experience close to campaign but there are 4 pc specials playing against you or do they see some form of pvp deathmatch offshoot.
After playing some of the beta it almost feels like a different game closer to a TDM than standard verm campaign. If this is the case it could still be a fun sidemode but i think it may fall flat with veterans of the game
If the aim of versus is to make a gamemode close to campaign i think they should be heavily stacking the cards in favour of the pactsworn side.
One of the best parts of this game is trying to traverse though maps against all odds. Its just you and your team against anything the game wishes to throw at you. See the popularity of 200% twitch and beyond. Its fun because its hard and you will wipe, again and again!
The draw to the concept of a versus mode is the same feeling as running a tough cata map or a 200% game . You are saying "please beat me up i can take it!" The player can overcome the challenge though good teamplay and mechanical skill. Giving control of specials to other players is another way of hitting this feeling. It should be hard, you should be struggling get through a mid event just to be cornered by 4 player controlled packrats. Lets not pretend the goal of the pactsworn team isnt to just to disrupt, annoy and completely wipe the other team. Versus should be leaning into this. Give specials the ability to summon waves, let a player be a rat ogre during an end event, up the density so that players have to fight hordes before realizing that the specials that just spawned are controlled by players looking to mess with them. If the balance is too even or as we saw in the closed alpha too stacked towards the u5 it just feels a bit underwhelming.
So far it seems that versus is targeted towards the veteran/champ playerbase which is super understandable but the core idea of versus should be inline with what players enjoy about the main game. This game is fun because you dont know what will happen each run. Adding player controlled specials will just add to this unpredictability which could lead to a very exciting new way of playing a game we all love.
TLDR: game is fun coz it wants to hurt you. Versus should be the same.
submitted by garbo56 to Vermintide [link] [comments]


2024.03.07 16:05 Psychedelic_weeb What I'm packing for Bonnaroo!

Hello Bonnaroovians! This year will be my third Bonnaroo and my 7th festival. I wanted to put a cute disclaimer really quick:
I don't have a car of my own, so we use my boyfriend's car (Nissan rouge), so I try to only attend festivals on or near the south-eastern part of the US. That means Bonnaroo is my main festival, along with Hulaween, Solfest, and (hopefully this year) Dancefestopia (only because I have family in MO). Because of this, I like to make every festival as comfortable and fun as possible, which means sometimes I bring a lot of stuff. Also, I usually get the earliest entry possible at any festival I go to, so I'm used to camping for longer than 4 days.
I am by definition a packrat, rave mom, bag lady, all of it. I tend to overpack than under pack. I like the idea of glamping on a budget, and I am the friend who has everything you probably forgot or didn't think to bring. So, the items on this list may seem a little extra or overkill. I am well aware I don't need to bring absolutely everything, but one of the biggest joys in my life is creating packing lists (idk why).
Lastly, this my music festival master packing list. Even though I pack a lot, I don't pack every single little thing for every festival. for example: I'm not bringing a heater to Bonnaroo, but I may bring it to hulaween. I might not bring travel shampoo if I'm wearing box braids, but I'll bring it if my hair is down and about. you get it. This list is just a master list of a 21F travelling with her boyfriend and festival fam.
I hope this list is helpful for the first-timer crowd and I hope the more seasoned Bonnaroovians don't cringe at me haha. Let me know what you would or wouldn't bring!

Personal checklist

Clothing & Fabric


Hygiene


BRING INTO FESTIVAL


Campsite Necessities


Decoration, Lighting, other fun stuff


Bathroom


Kitchen


Though this is my master list, it's still in progress. As I get older and wealthier, I'll add things to this. but for now, this set up is looking like the ideal for us and our friends. I hope this helps and sparks up conversation on what to bring. Please share your thoughts and advice in the comments! I and many others want to hear it!
I have a TikTok: @ psycadelic_weeb where I share my festival memories and stuff if anyone's interested. :) thanks fam <3
submitted by Psychedelic_weeb to bonnaroo [link] [comments]


2024.02.20 04:18 ChemicalThread Personal Homebrew for Skate Feet

A while back I decided to try running a game, and it has been positive overall. One of the things I wanted to take a look at after exploring the Interface supplemental book, was options for Cyberware that evolved Night City or just gave more options to the players. So, with that in mind, I set out to make motorized skate feet so that I could tweak Night City to include Motor-Ball from the Alita Battle Angel manga because my players have a weekly camp chat where they interact with the city by going drinking, surfing CitiNet, or just enjoying programs on the airwaves. I wanted to make NC feel like its' own character because I feel it is.
Anyways, enough preamble.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Skate Foot - Motor Accessory; Casual -
Cost: 1,000eb ( V. Expensive ) - Install; Clinic - HL 7 ( 2d6 )
CyberLeg Option; Takes up 2 slots ( Must be Paired )
A customization kit commonly used by Street Kidz and Technicians. A battery held in the core of the cyberleg charges upon physical operation, reaching a single charge after 10 minutes of hard skating, or 15 minutes of casual skating. A single charge can allow the user to go at a very casual, set speed over stable non-sloping ground for an hour, or quick bursts of motorized speed to allow for sudden sprints and large jumps. It is commonly used by Night City residents to skate manually down hills and use the motor charge to climb short hills for easy skating. Can reach a Maximum speed of 30mph - 45mph.
Higher speeds and more difficult maneuvers may require skill checks to keep riders from eating pavement.
Note;- To use a Motorized Skate Foot outside the combat zone, a piloted vehicular license issued by Night City Municipal Board is required or the operator may face legal penalties.

Skate Foot - Motor Accessory; Pro -
Cost: 2,500eb ( Luxury ) - Install; Hospital - HL 14 ( 4d6 )
CyberLeg Option; Takes up 3 slots ( Technician Fine-Tuning Required, Must be Paired )
The professional/industrial version of the common Skate Foot Motor.
Installing requires fine-tuning by a Technician before being fitted into a Modified CyberLeg. Comes with an option for a PowerCycler core that requires Recharging, or a CHOOH2 combustion version. Heat/Exhaust exchange piping comes out the back of the calves and may cause burn or injury. Can reach speeds of 60mph - 100mph.
Note:- ( Warning, exceeding speeds of 60mph requires tampering with the safety of the unit, and is not advised. The user takes all responsibility for physical accidents that occur during operation. Requires a specialized license from the Night City Municipal Board. )
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
I used some of the biking and trick rules to establish baselines of what general operation looked like, along with fleshing some things out with the players about what they could and could not do with them. But overall they enjoy them quite a lot, and our 'cyber-mongoose idol rockerboy' is planning on getting a special pair fitted. The Pro version requires a Technician to modify a cyberleg for the extra slot, and to fine-tune the motor because I figured installing a car-grade engine into a leg is a difficult task that requires finesse. Plus, one of my players is a med-tech and the other a Technician that have been looking for Duo gigs, so I figured they might want a chance to become skate tuners for the Night City Motorball league.
Overall it's been wild and fun. Packrat, Mochi, Muerte, Kaiser, and Rick are good players and we are having a blast.
submitted by ChemicalThread to cyberpunkred [link] [comments]


2024.02.12 21:16 hygiei New player here! Anyone have any interesting tips to help a noob such as myself navigate the cruel, unforgiving wasteland?

I started playing a few days ago, and my dude is at level 34 now (He's looking really fresh. Rocking the classic clown suit/beer hat combo). I invested a thousand or so hours into Fallout 4 back in the day, so I have a pretty good bearing on a lot of the game mechanics and stuff, but there's also a ton that is super unfamiliar to me lol. For instance, I just learned that you drop all your junk when you die, so it was probably a pretty bad idea for me to packrat a bunch of valuable junk in my inventory before falling off a cliff and dying like a dumbass. A few minutes later, I found out another fun thing-- If you die a second time before recovering your first lost junk bag, that one goes away. I found that out by expertly falling off the same cliff to my death a second time while trying to get down to my original droppings, which was super cool. Anyways, I'd really appreciate hearing any tips or advice you guys might have for a bright-eyed newbie like me! Thanks!
submitted by hygiei to fo76 [link] [comments]


2024.02.05 10:19 Kuroboom So I've never had Reliable Talent before

I admit that I'm a packrat in video games and when given the opportunity to do so I will loot even the most useless garbage, at least until I learn just how worthless it is. Even though I've since learned not to take everything, I still have to at least humor the urge by at least looking inside of **every** container.
This chest in Wyrm's Crossing actively defied that impulse and because I've never had Reliable Talent before I was really baffled by the rolls I kept getting. I thought there was a weird bug or that this chest was cursed. My Durge has a +12 to Sleight of Hand and even though Jaheira was nearby, I didn't use Guidance so it was just a plain roll with my usual modifiers. The DC of the lock is 25 and I don't have karmic dice enabled or any mods installed... I rolled six 10's in a row but I only now realized as I typed this that the game just displays anything under a 10 as just a 10; I was expecting it to show the roll and then having some graphic notice bumping the number up.
submitted by Kuroboom to BaldursGate3 [link] [comments]


2024.02.01 17:25 Farsoth Tactician Finally Clicked

So I just had my favorite fight in the game. Playing Tactician and most fights have been honestly relatively easy with my party of Barbarian Tav, Rogue Astarion, Wizard Gale, and Paladin Lae'Zel
However in the Shadowlands there is the fight where Halsin goes into a portal and multiple waves of enemies come at you to try and keep Halsin from coming back.
I was just getting overwhelmed because I don't have a lot of AOE, Gale is relatively the only one with it.
However, I AM a packrat. I sell away only the regular weapons/armotrinkets that I find for gold and none of the scrolls, magical items, potions, or throwables, JUST IN CASE.
Well, this fight was the just in case.
Rather than giving up I decided to use tactics. There were things around I could to block the portal and so I moved them in front of it, a crate, two fish barrels, and a chest.
I also taught Gale shroud Darkness via scroll and obscured the portal so the rangers couldn't attack it.
I used two other scrolls to set up cloud of daggers in front of the obstacles so anyone getting to that point would be whacked hard. Especially the enemies with lots of movement but low health.
I arranged my party in a way to protect Gale at the back at high elevation and the three melee characters in front where all the enemies would have to get through them and the frontline to even get to the buzzsaw, it was a bit like the Spartans at Hell's gate.
Lae has Phalar Aluve and I sang before starting the fight to get better concentration checks. (Also did turn-based mode when doing this set-up so when I triggered the fight everything would have as many turns as possible.)
Tav and Lae also had alchemists fire at the ready for some light AOE on low health enemies, Astarion full of all the special arrows I've gathered through the playthrough and not used thus far.
I just needed to survive 5 rounds.
And let me tell you, the feeling I got of everything working out the way I imagined was incredible. The gameplay has clicked in a way it didn't before. I always enjoyed it and thought about my moves, but now knowing how I can manipulate the game systems to my advantage before a fight if it is difficult changes things entirely. It makes hard fights an exercise in exploring tactics and not just beating my head against it hoping for good rolls.
The before and after pics and having not moved a single character to get this win felt like such an accomplishment and I'm interested to see how the game keeps ramping these kinds of encounters up.
I love this game.
submitted by Farsoth to BaldursGate3 [link] [comments]


2024.01.15 16:29 Typical_Win8047 Advice- Pance Prep- passing the second time

I wanted to share what I did the first and second time that I took the Pance and how I improved my score by over a hundred points.
My initial score was 339. I took it three weeks after graduation but probably studying for only ten of those days and completed less than 1000 practice questions. I had a lot of false confidence. I thought it would just be a give me, that the Packrat and other exams during clinical year didn’t really matter. Don’t make that mistake (it’s crazy to even say that I thought that). Make time to study during clinical year. I get it’s stressful but trust me- failing, possibly loosing a job, and loosing thousands of dollars in income is not worth it!
I was going to wait the 90 days to retake the exam but my employer said they’d be looking for another candidate until I passed, so I took it about 60 days later. I started with my typically studying habits: reviewing everything by organ system, rewriting notes, listening to podcasts/YouTube lectures, doing maybe 30 questions a day. - this would have been good if I’d been doing it all year but to pass the exam, you need to do practice questions! So for the last 3-4 weeks, I switched tactics (my boyfriend had been quizzing me and pointed out I could rattle things off when talking about a disease but couldn’t answer exam questions). I started doing 200ish questions a day, reviewing every questions. If I got it right, I’d just glance and move on. If I got it wrong, I had a note opened on my computer with each disease and I’d type the part I missed. This helped me to identify what I kept forgetting about a disease. I don’t think I took more than 2 days off during this time. I had some friends quiz me and there was definitely an improvement in my knowledge.
All together- I did 2800 questions of Rosh (65% correct) and about 1500 on UWorld (75% correct) during those 60 days of studying.
Rosh- I did Rosh questions first bcuz I didn’t want to buy Uworld at first. I know people have opinions about what qbank is best. From my experience- the content on Rosh is what the test you on in the Pance but the question length is more similar to Uworld. You really do need to know all those random little things! I can’t stress this enough. Nothing is trying to trick you, you just need to know that information! It’s all fair game.
Uworld- I felt the Uworld questions were easier than Rosh, but I also did all those questions at the very end of my studying. They were also shorter. I think you need more practice questions than Uworld has to offer so I’d lean towards purchasing Rosh if you had to choose. But- I also noticed I did better on Uworld and this gave me confidence. Was I doing better bcuz I’d been studying for a month? Maybe.
I also got a qbank from everything PA-C. She offered it to me for free bcuz I failed. I didn’t end up using it bcuz it didn’t offer a lot of analysis on my practice exams.
I also did a 4 day remote review course via CME Recourses ten days before taking the Pance a second time. I believe it was around $400. You buy a binder with all the slides printed. And you take three practice exams. I think there was only two or three things that I found helpful about that course. So not worth the money. It was mostly surface level information with random tidbits and once again- practice questions are key! The practice exams were just a confidence booster. It was nice to know I was scoring at a passing rate. But- don’t waste your money.
My final score the second time was 448. And I kept my job!
Hopefully this helps. I had other friends fail a second time and they either didn’t do enough practice questions or didn’t review practice questions they got wrong.
Let me know if you have any questions!
submitted by Typical_Win8047 to PAstudent [link] [comments]


2024.01.12 18:19 Potential_Writing482 Average/below low PASSED the PANCE x2

The obligatory response to help anyone else that may need it.. I passed the PANCE the second time as an average student. If I can do it, I KNOW you can too. Average EOR scores 400-430, EOC 1440 (did not study), first PACKRAT 115, second PACKRAT 155.
First time studying: Did not study well enough because I didn’t take the PANCE that serious. It is serious lol. Went through all the topics, and cross checked them once with PPP. Studied with smartypance (ditch this please), did PANCE ROSH q bank and UWORLD.
How I studied for 2.5 months: Completed the ROSH Pance q-bank but only did so, because I got it for free. I don’t think this really helped but it was nice having access to lotss of questions. Did UWORLD free trial (probably would get this if you can, I did really like it) Read PPP x2 (took about 4 weeks each time, but in my opinion, this book is what you need for the PANCE)
The exam: I utilized all my breaks, and took the whole 5 hours. I did not try to rush. It is a mental game and I started to get fatigued around the 4-5th section, but hang in there. I only had around 5-10 flagged each section but thats only because I don’t believe in the flag button lol. If I don’t know it, I don’t know it and 99% will not know it if I go back at the end. Def thought I would not pass or be “close to passing”. Stayed on reddit afterwards all 4 days before my score release lol.
My score increased by 83 points. If this encouraged anyone , you can do it, I believe in you.
submitted by Potential_Writing482 to PAstudent [link] [comments]


2024.01.07 10:00 ManyCloud220 PS5 Storage Quandary: Gigabytes Galore or Gigantic Gamble?

The call of the open disc drive has lured me back to the PlayStation fold, but storage space? That's another beast entirely. My digital library whispers sweet nothings of epic adventures, but my wallet clutches its coins tight. To upgrade or not to upgrade – that is the question.
The alluring option: a 2TB SSD. A spacious haven for sprawling open worlds, endless loot stashes, and a future-proofed fortress against monstrous game sizes. My inner packrat squeals with glee, envisioning a digital hoard to rival Scrooge McDuck's.
But then, reality bites. The 2TB price tag looms, a tempting siren song for my budget. Could the 1TB option suffice? A more modest haven, perhaps, but one that could still house my current favourites and leave room for a few unexpected gems. My inner pragmatist sighs, muttering about responsible spending and calculated risks.
So, fellow PlayStation explorers, I come to you adrift in a sea of gigabytes. Is the 2TB a wise investment, a future-proofed shield against storage woes? Or is the 1TB a prudent path, a pragmatic choice for a moderate adventurer?
submitted by ManyCloud220 to PlayStation_Help [link] [comments]


2024.01.04 19:57 DKJFsim Question about Legacy of the Dragonborn and the Craftloot system

After a couple dozen hours on this most recent playthrough (my first with Legacy of the Dragonborn), I finally decided to figure out how the Craftloot system works. And it's great! It certainly makes my packrat personality shine through, without the typical encumbrance problems I always face.
But... one thing is nagging at me.
The auto-storage containers (e.g., Ingredients, Raw Food, Potions, etc.) are touted as learning containers. Meaning, if an object LOTD doesn't know is added to the game, their respective sorting auto-containers can learn about them. Perfect example is the alchemy ingredients added by the Creation Club. I just drop them manually in the Ingredients storage in the Safehouse and in the future, those new items auto-sort there.
I'm trying to do the same with some of the things I use for Campfire. Things like linen wraps, lantern oil, tinder, ruined books, and the like. They make great fire-starters out in the wild, but they are very heavy. I want to "teach" the Miscellaneous chest or the Building Materials chest to recognize and store those for me. But it does not seem to work.
Are only a certain subset of the auto-storage Craftloot chests capable of learning? If so, does anyone know which ones?
submitted by DKJFsim to SkyrimModsXbox [link] [comments]


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