[-] Saledovil@sh.itjust.works 1 points 4 hours ago

I did some quick research, I looked for cheap living spaces in Tokyo, and then in Austin. For Tokyo, I found this: https://www.villagehouse.jp/en/rent/kanto/tokyo/hachioji-shi-132012/kobiki-3019/#3DK-5-503/ 50m^2, for about 400$ a month, less than 5 minute walk to the train station, where you can take a train towards the center of Tokyo.

For Austin, Texas, I searched on Zillow for living spaces in Austin, TX under 600$. I found this: https://www.zillow.com/homedetails/400-E-6th-St-Austin-TX-78701/2057083232_zpid/? About 11m^2, for 450$ a month. To be fair, it's in the center of Austin, but I didn't limit my search to the center of Austin. And unlike Tokyo, Austin is not known for having great public transit, so you can't save money by forgoing a car.

In conclusion, chances are if you're low income, you'll have more space Tokyo.

[-] Saledovil@sh.itjust.works 2 points 5 hours ago

Yes, but the development on the right is going to discover the colony of cannibalistic cave dwellers much quicker, as the high density makes it more difficult to hunt unseen.

[-] Saledovil@sh.itjust.works 1 points 6 hours ago

What do "the poors" in America get? Right, they get to

die of exposure in the woods

[-] Saledovil@sh.itjust.works 13 points 17 hours ago

That sounds like a bad idea.

[-] Saledovil@sh.itjust.works 2 points 19 hours ago

There's a principle in economic analysis called "Ceteri paribus", "other things equal". So, if you're renting in the image on the right, you're also renting on the image on the left.

[-] Saledovil@sh.itjust.works 1 points 19 hours ago

Sea levels are rising.

[-] Saledovil@sh.itjust.works 12 points 1 day ago

A lot of people in this thread are mistaking the map for the territory. Like yes, obviously neither the development on the right, or the left would actually happen in real life, because why are these people even on the island? What do they eat? What do they drink? Where do they work? The sole statement of the graphic is that dense developments have a reduced impact on nature compared to sparse developments. Discussing the logistics would exceed what can be conveyed by such a format.

[-] Saledovil@sh.itjust.works 10 points 3 days ago

Florida department of "Health".

[-] Saledovil@sh.itjust.works 3 points 5 days ago

He's got my vote.

[-] Saledovil@sh.itjust.works 3 points 6 days ago

Stellaris was released 2016, 8 years ago, 21DLC/8years = 2.625 DLC/year.

30

In the mod "Save our Ship 2" I managed to capture a pirate ship. The large, red ship is the pirate ship, and the small asymmetrical ship is mine. First, the pirates send a boarding party using small personal shuttles. These landed spread out around my ship, allowing my colonists to gang up on the individual pirates ad take them out.

Then I send my guys over to the pirate ship, in an effort to take them out. I had them use the airlock as a chokepoint. The pirates threw themselves at my colonists until they routed. The pirates tried running to the edge of the map in order to escape. A lot of the remaining pirates didn't have space suits at this point, and I had lined up my colonists to shoot the fleeing pirates, so none of them actually managed to reach the edge of the map. Which wouldn't have helped them eitherway, because their in geostationary orbit.

This would be a lot more difficult if the enemy AI wasn't brain dead.

7

Marked as a spoiler because its a monster from Anomaly. The thing is, these things are not scary, because they don't have the AI necessary to capitalize on their invisibility. They act like typical raiders, meaning you can place your tough melee guys in a chokepoint, and they'll come to get their skulls bashed in.

It would probably be better if they instead acted like predatory animals, milling around on the map, and occasionally hunting one of your colonists. If they'd then avoid groups of colonists, while also always attacking in a group themselves, they'd be a truly terrifying monster. Basically, you'd have to hide out in your base, or go out to hunt them. And if you do choose to wait them out, there would be no indication that they've left.

12

Follow up to my last post , the problem has been resolved using a killbox. Admittedly, I had to reload several times before I got it right. So in about 5 out of 6 universes, the colony died.

49

The ongoing toxic fallout means that the sunblocker the mechanoids brought along won't cause any damage for the time being.

168

Game is "Vintage Story". It's similar to Minecraft, but slower paced.

1
1

Using the Create mod as part of the 'All the Mods 8' Modpack, I build a bread factory. The contraption on the right automatically harvests the wheat. The wheat is separarated from the wheat seeds using a brass tunnel. At this point, half the wheat is stored in a chest to be used as animal feed. The wheat is fed into a millstone, which turns it into flour. Flour is a feature unique to the create mod, and it allows for more efficient bread baking. By mixing the flour with water in a mixer, dough is created, which is then baked in the automatic oven, which utilizes the feauture bulk blasting to turn dough into bread. This allows creating one bread from one unit of wheat. The entire machine is powered using a large water wheel. One way to improve the machine would be to make the farming area larger, currently, 60 plants are growing at the same time, making the area 11 * 11 instead of 9 * 9 would increase the number of crops being fed into the machine. Also, I should probably decorate the bakery as well.

1

A small workshop with 2 machines, build using the Create Mod as part of the 'AllTheMods8' modpack. I like how the energy logistic looks naturally more interesting compared to other tech mods.

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Saledovil

joined 1 year ago