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So doesn't matter where you get your first member of your polygel farm, deep jungle or 50 layers down, put 'em wherever you want! Always cracks me up when someone clones Tilly a bunch, so much easier to drag n drop dromad traders. They even come with guards!
Thanks for the info. Additional question: Doesn't it make sense to clone Tilli given her tier 7 inventory? I don't think I've run across a dromad merchant that level (though I haven't braved the Moon Stair area recently). Do you find a deep underground dromad and drag him topside, or do you just get lucky in the deep jungle/baroque ruins/palladium reef areas?
Camel can sleep standing up. same as horse, flamingo, giraffe,...
You're welcome.
Yes
I mean, it's a video game, so it doesn't have to be that realistic, but you do realize that of the animals you listed, 3 out of 4 are quadrupeds, and birds are... kind of a unique case, evolutionarily speaking. Kinda easier to sleep standing up on four legs than two. Plus, some sharks sleep and swim at the same time by only resting half their brain at once, missed that one (whether this is the same for all the other animals you listed, I dunno and don't feel like looking it up).
Whole point of a Dromad is that they're a mutant camel person (which I assume originated from ♥♥♥♥ Sapien, not mutant camels; jury is still out regarding some sort of gene bomb or genetic engineering, but curious if finally getting to the top of the Spire will answer a bunch of questions like this). I was more referring to how the game has code for merchants to sleep, but dromad traders for some reason NEVER seem to sleep, prolly for gameplay reasons.
Edit: Hilarious, Steam is censoring H o m o when it is actually being used accurately and not as a pejorative for once!!!!!!!!!!!!!!!!!!!!!!!
Yes, those are a yuuuuge pain in the ass to deal with. I usually just skip 'em if possible, they're generally not hostile enough to really chase you. Grenades might cut it for the twinning, but get a normality gas pump for the trining version; this is because each version must be totally normalized (ie, tethered) to properly die, and if there is too little normality adjacent to any single version their twin/trine will respawn in an adjacent square. Also, make sure you're not relying too heavily on negative weight spheres, otherwise you're gonna have to drop a bunch of junk once you dive into the gas... or sit there encumbered, your choice,
You could also try using an ontological anchor, but I haven't really played around with those, so I would assume that you have to somehow stay adjacent to the living twin/trines until they're ALL dead. So prolly an even more complicated solution. Alternatively, you could just kill a fly with a cannon and use a phase conjugate Hand-E-Nuke (some phasing required)!
Unless more has changed with the Moon Stair update than I realized, item drop tables are only relevant to a parasang's tier level AND depth, not world seed (WAIT, see edit below). Plus, a player doesn't have to go down 40+ levels, 24ish is usually adequate (plus, lots of lava sub 40). Conveniently, Grit Gate is guaranteed to go down 20 levels at tier 2 (but will jump to more like tier 6 when a player hits the 21st floor). So which is easier? You decide!
And depending on your genotype, grinding out 64 oz of cloning draught is surprisingly easy. Even easier for True Kin, though I'll let you figure that trick out!
Edit: Actually, I misread the patch notes, it doesn't effect what data disks generate for a tinker merchant, only what falls out of the sky when you acquire the relevant Tinker skill level.
Anchor only anchors you and not the surroundings.
Edit: when worn it affects the surroundings. When on the floor it affects a 3x3 square.
I sit corrected, I thought you had to basically normalize the entire area around them. But then again, considering how gas dissipation works in this game, you basically have to anyways. Kinda surprised that freezing them works to prevent this, that sounds like a bug. Or maybe now it's an intentional bug...
Really? I thought it also anchored the immediate proximate surroundings of whoever has it equipped/powered/activated, not just the square the wearer's sprite was on. Wiki is kinda ambiguous about this when it says "in the vicinity of the wearer," but since it is also affected by the wearer's Glimmer score and health percent, I guess it basically only works on the wearer anyways. Like I said, haven't used them much...
Edit: I haven't tried this because it's would be really inconsistent, but I guess you could also try killing twinning and trining with an nulling eigenrifle if you can get lucky and line them up somehow...
It's basically like an action they are doing. You can also stun them or any other thing that keeps them from doing an action. Killing works best here.
Interesting, I had always thought it was automatic so long as one was alive, regardless of any status but normality. Guess if that had been so it would have made the game too hard!!!
But yeah, if a player can manage to kill all 2/3 simultaneously, it's a non-issue. But except for the few in Bethesda Susa, they can usually just be skipped by running away anyways. So if they generate as a legendary version, are all 2/3 legendary?