Your VAB and ship files should be in ~/Library/Application Support/KSP_osx/saves/[YourSave]/ships/ on OS X.

The location of the real Library folder is a bit different on Mountain Lion (OS X 10.8), you will need to use Finder to get to it.

Select "Go" (Or press Command + Shift + G ) from the system menu

Then select on "Go to Folder" (skip this step

is you used the keyboard shortcut) Type in "~/Library/Application Support" and then "Go."

On Windows, the same files should be in the folder at %KSP_ROOT_Directory%\saves\...

Yes, this is actually fairly easy.

All of your save data is stored in plain text files as a subdirectory of the saves folder in the main KSP folder.

Each save game has its own folder, which includes subdirectories for VAB and hanger ships.

Simply copy the desired folders (be it the entire save or just a few .craft files) to the new install location.

I'd like to note if you have KSP on Steam on OS X, here's where the ship saves live: ~/Library

/Application Support/Steam/SteamApps/common/Kerbal Space Program/saves/<save name>/Ships/ Note the spaces in the path.

You can even put the files in something like dropbox and then make aliases/shortcuts from the save game directory and have them shared between computers.

Just don't play it in more than one place at a time.

On Mac using the GOG-Version of the game and using the GOG GalaxyClient the save files are actually in the *.app Application-File itself.

Locate KSP in the Finder and do a Right-Click >

Show Package Contents and navigate to Contents/Resources/game/saves .

Question: I've been playing KSP on a Mac, but I'd like to transfer all my save data over to a Windows PC. Is this possible? If so, where are the files and what do I need to transfer?

Can I transfer my saved game between platforms?

All your saved data is stored in plain text files. You can even put the files in dropbox.

It is possible to transfer Kerbal Space Program saves to other systems and operating systems.

The community is pointing the location of saves.

A user is proposing a way to share saves in multiple platforms.


Before recent changes about portal key generation to own multiple keys of the same portal you had to drop the key of the aimed portal before hacking it.

Then, you had chances to gain a second portal, grab the dropped key

and you had two keys.

Now that portal keys are much rarest

when hacking, you can gain a key even if you were already carrying the same portal key, but you'll have to be patient and persistent.

Note that sometimes, when making a big XMP blast on an enemy resonator, a portal can drop a portal key (his key or a key of the linked portal).

EDIT January 2014 : since a few weeks, if you already hold a portal key, you have nearly 0% of chances to get another one.

To obtain a new key, drop the keys you own, then hack

and you'll probably get a new key (~80%)

Wow, ok all these answers are super out of date.

Methods of obtaining multiple portal keys: Method

the first: Glyph Hacking

When you glyph hack, you can enter the More glyph into the Command Channel to request a key.

This makes a key a potential hack reward irrespective of how many keys are currently in your inventory.

Note that there is a chance that the portal will not give you a new key, just like if you hacked a portal with no key in your inventory.

Method

the second: Putting Keys in Capsules If you have a key inside a capsule (Blue Capsule/ MUFG /Quantum/Key Capsule)

you can hack another key from a portal.

This works for both standard hacking or glyph hacking with or without entering the More glyph.

Method

the third: Dropping keys If you drop a key you are holding (so that there are no un-capsuled keys in your inventory)

, you can hack another key from the portal.

As a side note, if a portal fracker is applied, it will double the hack output for all items including keys, which means that you can get 2 keys from one hack.

They try.

And try again.

.I

doubt that there are any factors besides random chance involved.

One enemy portal which I hack at most twice daily has given me three keys during the last two weeks or so; I've got no keys from some others which I hack three times as often.

Keys are issued randomly and the random chance of getting one fluctuates quite a bit at the moment as the game devs settle the tuning.

I'm getting lots of keys again now,

where is a two days ago I was getting nothing.

You can't 'normaly' carry two keys from the same portal in your inventory at the same time, but there is a workaround which I've read about (but not tried).

If you get a key, take it somewhere safe and "drop" it. go back to the same portal, and should you get another key you can keep it.

Go back to where you dropped the first one and pick it back up, you should (allegedly) have two keys for the same portal in your inventory.

That is nonsense.

I've now got multiple keys for portals in my inventory.

Chances seem greater to hack an extra portal key when you "hide" the one in inventory in a capsule, if you are lucky enough to have one.

You can also put a key in a capsule and then hack it again.

I do this quite often.

Question: I've been seeing people mention in chat that they have a bunch of copies of keys for the same portal.  How are they doing this?  I feel like I have a hard enough time getting one copy of a key for most portals.

How do I get multiple copies of the same portal key?

When hacking, you gave the key for a portal even when you already have that key. Keys are issued randomly.

While it is possible to obtain the same key more than once, it comes down to random chance.

The community is suggesting few ways to get multiple copies of a portal key, based on random chance.


There is a win condition now; the previous answers are outdated.

There is now a story mode campaign, called "Adventure mode" , which can be initiated from a normal game by activating Maxwell's Door , which is a large wooden doorlike structure with a hoop on top that is generated in every (new) Sandbox world.

Adventure mode has a series of progressively harder levels, but it does appear to have a definite ending sequence.

The game has no defined winning conditions, at least for the moment.

The developers have stated many times that they like the game to remain open-ended, with the player himself defining his own goals.

On their roadmap anyway they have planned a Story Mode that will let you discover the secrets of Don't Starve by progressing through increasingly harder worlds.

The portals that have been introduced in the last update (at the time of this answer) are a first step towards that goal.

UPDATE:

The game now has a winning condition that can be triggered by playing through Adventure Mode.

The aim is to survive as long as possible.

There is no winning, it's just about surviving.

Of course you can set your self challenges like in many open games such as seeing how comfortable you can make your survival etc.

UPDATE: The game can now be won by playing through Adventure Mode.

Building and activating the Teleportato in Survival mode is also a win, of sorts.

It is the same device as the one you create in Adventure mode, but the outcome is different.

Putting together the crank thing, the metal potato thing, the box thing, and the ring thing with the wooden thing creates a device that allows you to leave the world you're in.

Upon activation, the game tells you that you'll be destroying the world you're currently playing (and it gives you the opportunity to keep playing instead).

And, if you choose to activate it, it gives you the message that "You've escaped!"

At this point, you are brought to the end of game screen where you accrue any owed experience points, and unlock any characters you are now due.

And, you are given the opportunity to change to a new character, and begin a new game maintaining your current inventory, but with a new world map and starting Day 1.

To my mind, this does represent a "win" scenario.

Yes, there is an end.

If you beat Maxwell in Maxwell's door there is a epilogue (spoiler alert): If you win you can put the Divining Rod into the Nightmare Lock.

Maxwell dies, but ends up in Survival mode alive and Wilson (or the player you are playing) will be trapped in Maxwell's place until another player takes his spot forever.

Question: I would like to know if it's possible to win in Don't Starve? Or is it just the matter of how long until you die?

Is it possible to win in Don't Starve?

The game has no defined winning conditions. If you beat Maxwell, there is an epilogu.

The community states that actually there is a winning condition in Don't Starve.

It seems that there isn't any winning condition.

It is suggested that there is a winning condition.


If you're amenable and able to use mods, TreeCapitator and Timber! both make all the wood of a tree drop as soon as its bottom is cut.

The speed-up in harvesting is immense.

In vanilla Minecraft it's not possible to automate tree farms.

The only way to speed harvesting of wood is to use faster tools, which means diamond or gold axes, and/or the Efficiency enchantment.

If you're one of those players who has little use for powered rails and therefore little use for gold once you have one clock, throwing it into fast-but-fragile gold tools is a good use for it.

When harvesting wood in vanilla minecraft, I follow this process: Use a level 1 enchantment on an iron axe.

It will almost always be efficiency I. Get a stack of bone meal, and several BIRCH saplings.

Find an open and relatively flat area.

Plant a sapling, then use bone meal.

Harvest the wood blocks from the tree.

Walk 3-4 spaces, plant another sapling, use bone meal, then chop down.

Repeat until you run out of bone meal.

Using this method, you don't have to worry about leaf blocks (because of decay), you will never have to climb trees (because birch trees don't grow higher than 7-8 blocks), and you can repeat it as often as you'd like.

You can get several stacks of wood in a matter of minutes using this method.

If you are still punching trees, create and use an axe (as even a stone one is faster than the fist), then you can enchant it with Efficiency for extra speed (and Unbreaking will make it last longer).

I cut down on harvesting time by reducing: walking leaf harvesting climbing (to none)

I plant my trees in a block with no spaces.

For example: I have an area of trees 7 x 5 where I have 30 saplings planted.

The 5 spaces that don't have saplings have a torch - this is so each sapling always has a light source.

There are also torches around the perimeter - each sapling receives light from an adjacent, non-diagonal space.

Currently I use oak saplings, but in order to restrict the growth (and thus be able to reach the highest wood block from the ground), I have a "lid" of cobblestone

(there are 6 spaces between the dirt and the cobblestone).

I've tried this without the lid, but it just turns into a massive tree, that is more trouble to harvest than a field of regular trees.

Russell Whitchurch mentions birch trees could be used to restrict the height as well.

Using this method with the farm listed above, a single harvest (when most of the saplings have grown) yields more than 2 stacks of wood, and enough saplings to replant.

You have a few options:

First is to use better tools.

Of course, this requires resources, but the investment will significantly speed up your harvest rate.

A diamond axe with Efficiency V and Unbreaking III will both last a long time and harvest very quickly.

Second is to optimize your harvesting area.

This can involve: Creating a Haste II beacon to speed up gather times.

Flattening the land to allow for faster travel.

Creating a roof to limit the growth height of trees (this will slow growth)

so you don't have to leave the ground to completely access all the wood.

Plant trees in an easily navigable pattern, such as a grid.

Use some system to mark where trees are for faster replanting.

Third is to create a semi automatic tree farm design.

This uses pistons to push newly grown trees into a solid block of wood, greatly reducing travel times and allowing for much faster harvesting.

This can be seen here:

Finally, you can create a fully automatic tree farm by abusing the Wither to break blocks, as shown here:

Be aware that the last two methods require a great deal of effort, but will provide long term, sustainable wood income.

The first is best for short term solutions, unless you are fairly liberal with diamonds.

The second is perhaps the most common method, and will greatly speed up your harvesting permanently, but requires more attention than later methods.

Certain techniques from the second method (such as the Haste beacon) are also applicable to other methods (such as the third).

Question: I seem to spend a lot of time harvesting trees.  What can I do to reduce the amount of time I spend harvesting wood?

How can I speed up harvesting trees?

You can enchant your axe for efficiency or use a mod like Treecapitator and Timber!

While there are way, up to a point, to harvest trees faster, mod usage is a common option too.

The community proposes few things that might help speeding up the harvesting.


I am usually able to escape monsters quickly and easily by carrying boats with me, and staying close to the shore whenever possible.

This allows me to make a quick getaway from monsters whenever they get close, since the boats let me travel much faster than running or walking, and consume no hunger either.

Boats also can move much faster than any hostile mob, which makes it easy to outrun them.

You could also just start digging.

Dig 3 blocks down in a stairway formation real quick, and then start tunneling home.

Be sure to throw a few blocks behind you to prevent yourself from being followed.

I find that the most effective way to escape is to simply build a small 1x1x2 hut around me, tab out, and wait until morning.

I generally carry a stack of cobble/dirt around with me, both for this purpose and for impromptu staircases.

Double pressing the 'forward' key to sprint should give any mob a hard time trying to catch you, even an angry Enderman.

Looking at @Jame's answer here , you can see that every mob has a 16 block radius, so you just need to sprint for about five seconds to stop being chased by that mob.

Also, if you are in a tight space, you can punch the mob.

Don't be afraid to move up, just keep hitting it until it is dead.

You could dig a 1 by 3 hole down, and then cover up the block above your head.

This will keep you safe until morning.

Alternatively, you can always carry a bed with you, and skip the night that way (instead of waiting until morning).

If it's possible carry a splash potion of swiftness and run to your base(reason for splash potion and not regular is that you can use it quickly)

If it's not a spider or a skeleton, or if they're far enough away, you could always escape from above by building a tower out of a stack of dirt.

This is most effective against zombies, endermen, further-away skeletons, Zombie Pigmen, and other ground-bound mobs.

Once safely in the air and out of reach, you can build a bridge away from the mob.

Alternate Strategy:

Drop some water at your feet and run in the opposite direction.

Mobs are absolutely terrible at navigating water.

This of course requires a bucket of water, but can save you in a pinch if your weapons are all busted.

If you are in single player mode, use a bed.

Always carry a bed with you.

When it gets dark, place the bed, and sleep.

Then you miss the night, and all the monster fun, and can get on with work in the morning.

Sometimes it is difficult to build or dig when you're being chased by mobs, so I think the best option is to just run.

If you're being chased by mobs such as zombies or creepers, it's easy to outdistance them.

Just sprint and jump.

If you have no food, then walk away as fast as you can.

Even walking, you can outrun a creeper or a zombie.

If you're dealing with a skeleton in the mix, quickly place four to two blocks behind you to hinder the arrows.

Then just turn, and run (once again, just walk if you have no sprint).

If you're near water, a boat is the best.

This might be unlikely, but if you have a dog with you it can do the job itself.

Just try to run away - and if you are hit, the dog will attack your attacker.

Another option - if it's day and

you are in shade with the mobs, you can run into sunlight.

The zombies and skeletons will burn, and endermen might become distracted, though they don't burn in sunlight.

Spiders may turn passive, and though creepers are unaffected by sunlight, as mentioned before you can easily run from those.

Hope this helped!

Question: In Minecraft, I often find myself being ambushed by hostile mobs as the sun starts to set, especially when I'm far away from my base. What is the most effective way to escape from monsters/hostile mobs in Minecraft?

How can I escape from monsters quickly in Minecraft?

You can escape monsters by carrying a boat and staying close to shore. You can also build a small hut around you and wait until morning.

The most common way to avoid monsters is using a bed to skip the night. Otherwise, it is possible to escape monsters by other means, such as digging downwards.

The community suggests few options regarding escaping from monsters.


There is no way to get free games to stick in your library if they are not installed as far as I know.

As a workaround, you can list all free-to-play games that you have played before (i.e. that you have added to your library): Go to Steam Library Filters website.

This is a third-party website made by Lorenzo Stanco .

Input your Steam numeric ID, or profile name, or profile URL.

In other words, just follow the instructions on the site.

Make sure your profile is public, otherwise the website cannot list your games.

Wait until it loads the list of all your games.

Filter games by Free to Play tag.

This solution only works for games that are correctly tagged as Free to Play on the Steam Store page.

It should work for the most popular ones.

You cannot keep them in your library if you haven't downloaded them as others say but you can view a list of all the free/Free to play games that you added at any point in time to your account directly from steam without using any third party services as suggested in some of the answers.

From there you can go to their respective store page and redownload them.

Login to your account on Steam Client Click on your user Profile (Shown as 1) Click on Games (Shown as 2)

In there, select "All Games" tab.

It will show all the games that you have bought or were Free/Free to Play.

You will be able to click on them, go to store page and download them back into your library.

The URL, in case you prefer Web Browser instead of client, to that page is: https://steamcommunity.com/id/[your username here]/games/?tab=all

The first thing to mention is that when you open the Steam website and open a free game you "own", it actually shows that it is in your Game Library.

So, it is unlikely that F2P games are counted as "owned" except when you have them installed.

Also, recently I was forced into deleting everything from my Steam folder except the steamapps and userdata folders and Steam.exe itself.

Still, all my free-to-play games were there, even the ones I've never installed and played.

So, I can assume, that if @kotekzot is right, then the files mentioning all those F2P games should be in those two folders.

I've conducted a search through them using Magicka:

Wizard Wars with an ID 202090 as an example.

Actually, I've found nothing related to this game, not a single file, neither in steamapps folder nor in userdata .

Still, as I mentioned, the game is present on my account, so I have totally no idea where the file that mentions this game could be.

So, summarizing all this: I think this issue can't be resolved without further research.

This problem seems to be Team Fortress 2 specific.

I have several other free games in Steam that work just fine.

See the screenshot for some example titles.

The bold games are currently installed.

The others are not.

Question: I added the Free-To-Play Team Fortress 2 to my favorite games in the Steam library, and played the game.  After reinstalling steam, the game went missing from the library completely - it does show up in neither favorites nor recently played games.  All other games work perfectly fine. I am logging in to the correct account and did not mess around with Steam in any way.  I can still install/play the game by going to its store page, but that's cumbersome. Is there any way to fix this?

Free to play games go missing in the Steam library

You can't get free games to stick in your library if you have downloaded them.

In order for a free game to appear in steam libray, it has to be installed.

It seems that free games do not stay in the steam library persistently.

However a user is saying that this problem happens with a specific game.


The Steam client is the only way to activate a Steam product key , and they only allow you to enter one product key at a time.

With some Humble Bundles, the keys are actually for a package of games, and not given individually, although the current bundle (Humble Bundle with Android 5) does not seem to give keys in this fashion.

You could potentially automate the process with some 3rd party app, although you'd have to be aware that the key authentication process can take a variable amount of time.

Also, the games default to being installed immediately, which might not be what you want.

There is no official way to do this, but I wrote a simple script for Mac, that does exactly that: https://github.com/timothybasanov/steamkeysactivator Script uses AppleScript and could not be ported to Windows or Linux.

For Windows, there's now the Steam Bulk Key Activator , which will read a text file of keys and plug them all in for you.

You'd have to copy the keys out of the webpage yourself, but it still saves the tediousness of the Steam aspect of it.

SteamBulkKeyActivatorScript - Right Click, Save As.

Run with AHK

For windows only, uses Autohotkey(AHK) to automate the steam interactions.

I've fixed the problems in it so far.

You must download the AHK source .

The exe's aren't compiled with the latest version.

You will need to install Autohotkey to make it run from the source.

I just tested it with a dozen keys and as of this posts modified date, it's fully functional.

Credit to original author

You can use chocolatey to install AHK as well (at least after you've installed chocolatey).

choco install autohotkey

Register Key(s)

Page

The Steam Register Key page (available only if you're logged in) offers both an input field to enter a single key and an "Activate Multiple Products" button, opening a new input field in which you can enter multiple keys, one per line.

Single-Key Auto-fill

The key input field can be auto-filled by by appending a key= parameter to the URL, e.g., https://store.steampowered.com/account/registerkey?key=XXXXX-XXXXX-XXXXX

However, this is not entirly automatic; the user will still need to click the "Continue" button in the page brough up by this URL.

If you're redeeming Humble Bundle keys, exposing the key now shows both the key and a button that will open the above URL in a new tab, so you need only click that and "Continue" for each key.

Multi-key Auto-fill

The above URL can also be used for multiple product codes, though it's not quite as user-friendly.

Concatenate the multiple keys in the key= parameter with a comma between them, e.g. key=XXXXX-XXXXX-XXXXX,YYYYY-YYYYY-YYYY .

This will fill the single-key input box with the comma-separated keys.

This cannot be accepted as a submission ("Continue" will produce an error), but if you then push the "Activate Multiple Products" button you'll find the full contents of that field in the multi-line input box with each value on its own line, and you can submit that in the normal way by clicking "Activate Products."

No, there is currently no way to activate more than 1 product key at a time with Steam.

Question: After purchasing the current Humble Bundle, I wondered if it was possible to activate all of the 6 games in Steam at once, without having to do a "Product Activation" for every game.  I could probably make a script, which does this automatically, however I was wondering if there already exists a way of doing it.

Bulk activate product keys in Steam

The Steam client is the only way to activate a product key. For Windows, you can now ge the Steam Bulk Key Activator and the Steam Register Key page that opens a new input field.

While the client version of Steam does not offer the option to activate multiple keys at once, there are few options that can help with this task, such as third party softwares.

The community points that there isn't any option to bulk activate product keys in Steam.

A user is stating that accessing Steam activation page via browser, will do the trick.


Freight Delivery Truck Respawn

Each industrial building gets its own truck to deliver freight.

The truck will locate nearby available orders and attempt delivery.

Delivery may involve multiple buildings.

All the freight on the truck must be delivered before the return trip starts.

If the truck returns from delivery quickly, it will spawn once per hour - each industrial building has its own timer.

This way you get 24 truck deliveries per day.

If the truck is delayed, does not return in one hour (before the next truck would spawn...

then the next truck doesn't spawn.

The building resets the clock for another hour.

This can happen when the gets stuck in traffic, or its freight shipment is far away.

In this case, you get less than 24 truck deliveries per day.

For example: if a truck takes 2.5 hours to return, the next truck will spawn in 0.5 hour.

The building keeps the timer.

If this happens consistently to the same building, you'll get 8 truck shipments per day.

If your city suffers complete gridlock, you may get down to 2 truck shipments per day.

Solving the problem If you switch to industry view, and you observe an industry building which never hits 0 freight (empty yellow bar)

- then you have identified a building that really needs better freight shipping.

Either solve the traffic jams, or place a freight accepting building close to the industry.

Watch the truck before you try to solve the problem.

Freight accepting buildings include commercial buildings, trade depot with freight attachment, trade port with freight attachment, many service buildings (power, sewage), and the road out of the city (although I haven't seen that last one accept freight yet).

Besides zoning more commercial, the intended solution is to build nearby Trade Depots (Specialization: Trade).

Airports can be modified to accept freight as well.

Unfortunately, as of Patch 1.4, industrial buildings will often ignore Trade Depots, even if they are less than a block away.

Sometimes they will drive several blocks to get to a Trade Depot, so it appears to be a bug in however they search.

I am not entirely sure, but once I added a Trade Depot my industry seemed a lot happier.

I didn't get any more "can't find buyers for my freight

" messages

and I didn't get any more abandoned industry buildings.

So I think having the Trade Depot offsets for commercial not having enough buying power for what industry is producing.

Here is what I think know.

Goods are shipped from industrial buildings to commercial buildings.

If commercial is full (no demand) then industrial buildings will accumulate goods.

If a industrial building becomes full, then it stops working (bad).

Eventually the industrial building will close down.

If you add a trade depot then industrial buildings can ship excess goods ("freight") to the trade depot.

What I do not know/understand.

Why do industrial buildings not ship excess freight to one of multiple open trade depots?

The trade depots have open freight space.

The trade depots are "close" to the industrial buildings in question.

The trade depots are connected to the industrial buildings via high density streets.

There are no major traffic jams between the two building types.

Open the factory map/layer and you'll see yellow and blue delivery trucks moving about (follow them to inspect what they do).

Factories also have yellow bars showing freight available for shipment.

If you have enough commercial buildings plus trade depots/ports there should be very little to no freight built up in the factories.

The trade depot shouldn't be used for storage, if it builds up it means demand is too low for the produce of your industry.

To add demand you can add more commercial buildings or add more freight storage in depot/port/airport.

Depot freight storage functions as a global demand or in other words commercial buildings outside your city.

The more storage you add the more commercial volume of demand from the outside world for your products.

For resources depots function as storage to be traded later,

not so with freight.

With freight depot, storage functions as a way to add commercial demand for industry products, like building more commercial buildings.

Imagine a low wealth city with lots of industry, the workers themselves cannot afford buying that much from local industry, so have to ship to commercial buildings outside their city.

In order to do this demand from the outside world has to be created, which is what you do when you add freight storage in depots/ports.

I get this message about nowhere to ship freight even though there is no freight built up in the factories (no yellow bars) and my advisor says freight is doing great!

So it's a bug, you need to watch the factory layer and build depots or commercial buildings to create demand to soak up the yellow bars.

If you see no yellow bars and no freight built up in depots you're doing great and should see strong profit and demand for workers at your factories.

Question: I have several industries complaining now.   We need somewhere to ship our freight  Need to ship, going out of business   I have built a Trade Depot and added several Freight Shipping Warehouses. Some of them seems to be used (fills up with boxes), but there's lots of free space.  How does freight shipping work really? What am I missing? How do I stop the complaints?

How do I properly provide places to ship freight?

Airports can be modified to accept freight. You can also add a Trade Depot so the industrial buildings can ship goods to the trade depot.

There are plenty ways to tackle this problem. Most of the times, it comes down to planning and building specific zones.

The community provides some solutions to the problem.


To send resources to your great work, zoom out to the region view and click on the great work site - this will show you a status screen detailing each of the resources required to build the great work and the quantity of each resource that has already been supplied.

To enable your city to send resources to the great work, you will see on this screen that underneath each resource is a 'power button' (it looks the same as the power buttons to disable buildings).

Turn this on and you will start sending resources to your great work site.

Every city in the region that is within range of the great work site will have their own controls for sending resources to the great work site, allowing for a group of people to participate in building a great work, with each potentially providing a different type of resource.

The frequency of delivery of the resources to the Great Work depends entirely on the availability of the resource at the Trade Depot(s) and the number of delivery trucks available to take it there.

As of patched version 10.3, the Trade Depots (resource sink) suffer from a bug that allows the delivery trucks to park at an alternate resource source as well as drive out of the city to an unknown destination and not return.

Therefore, if your delivery truck garages at your Trade Depot are empty (no trucks parked inside), then you should bulldoze the empty garages, rebuild them and they will begin delivering from the Trade Depot again.

Yeah you definitly have to "use locally" and it takes a while for the flow of transfer to the great work, obviously dont sent more than your budget will allow since you'll be taking a hit on export profit.

Since you can build more than one Trade depot, you can assign one for local use to send to the great work area while assign the other one to export some of your product, but you have to make sure you produce enough to keep up with the great work area.

How do I send resources to a “Great Work”?

kalina has done a great job explaining this in general.

Local, import or export?

Since no one has tested or elaborated on this I will explain a little further:

Does anyone know if I have to set the trade settings to "Use locally" instead of "Export" to make them send the resources to the project?

If you set the "Global market deliveries" to export trucks will not deliver resources to the Great Works site, but rather leave the city and give you profit for the resources.

If you set the "Global market deliveries" to import trucks will deliver the imported resources to the Great Works site.

If you set the "Global market deliveries" to local trucks will deliver the resources to the Great Works site.

How long does it take to send those resources?

This is hard to say.

It will depend on how many Trade depo/ports you have, how many trucks those have and the traffic.

The easiest way to find out is to measure the time it will take for one truck to deliver a certain quantity.

I tested this (today) on the latest updated version of SimCity.

The fastest way is to put all of your trade ports to import great works resources you need.

Question: I have started building the Arcology project, and I'm producing metal and alloy myself. Normally I export these products to earn money, but does anyone know if I have to set the trade settings to "Use locally" instead of "Export" to make them send the resources to the project?  How long does it take to send those resources? I'm producing around 100kg metal a day, and 2,8t is needed. So it should go pretty fast huh?  Thanks!

How do I send resources to a "Great Work"?

Underneath each resource is a power button. You have to use locally and it takes a while for the trade flow to transfer to the great work.

There are few things that can be done in order to provide the demanded resources to a specific place., such as using trade ports to import them.

The community provides information regarding how to send resources to a specific place.


Find a water section to fight in, this will prevent the acid from harming you and washes it away immediately!Other than that a good weapon and armor and you will get him!

Other small strategies: a scroll of terror to make him run and than throw some fire at him!

with weapon recommend having a weapon that you have 1 strength higher than requirement, and aim to be level 5 before you meet him.

After playing a lot , here are some tips: The Goo seems to be armored; prefer high-damage weapons to faster but low-damage ones.

The Goo heals 1 hp

every turn in which it stands in water; prefer fighting it when it's on a dry surface.

The Goo's acid washed away instantly in water; so prefer fighting where you stand in water.

When the Goo "pumps itself up", it doesn't do anything for a few rounds, and then does a devastating attack.

The attack has a range of 2 tiles, not just 1 like other melee attacks.

Ways to break it: Leave the attack's range Become invisible Kill

the Goo

So my main strategy is to place myself in water next to a dry place from which the Goo will attack, and when it pumps itself up either stay and hit it (if I have a good armor and HP to spare) or retreat to cancel the attack.

Also, standard boss tricks (becoming invisible and shooting it, using poison / paralysis potions etc.) work well.

The easiest solution I've found is a combination of a few of the other techniques mentioned here.

The door to Goo's lair is always 1 wide and usually has some water.

Plant an earthroot seed in the patch of water

nearest the door to get the armor buff and immediately wash off Goo's goo. Plant

any damage over time (fire or poison) seed in the doorway.

Standing on the seed won't trigger it.

Throw something at Goo to get its attention and walk back to your earthroot As Goo approaches throw anything at it for a few hits.

Tank Goo from your watery rooted stronghold.

This approach works with almost any standard armor and weapon combo for any class.

With a warrior I never need a health potion with this strategy.

Wizards are a little squishier but this can be overcome with a potion or two.

Don't use daggers.

Use quarterstaff instead.

Make sure you don't let goo touch water though.

It heals 1 health each turn when it is touching water.

If possible, use wands at it like poison and fire.

Throw a potion of toxic gas and block it's entrance of the room.

Just keep on waiting and it will die sooner or later.

How you defeat the Goo is largely up what equipment you have.

I usually hope to find an earthroot and use it to receive hardly any damage, even when he is pumped up.

Use fire material to lure the Goo into a doorway and set it on fire.

Since the door burns it will receive more damage.

Get the Goo to follow you back to the stairs that go up to level four.

Hit it until it "pumps itself up", or you get its acid on you, or your hit points get too low.

Go up the stairs, wash off any acid and use a portion of healing if necessary.

When you go back down the stairs the Goo is no longer pumped up

and you can safely continue the fight.

The easiest way is to use the honeypot.

Throw it next to the goo before you Fight.

He helps tank the hits and helps damage.

works every time for me.

The best way to do it that I've found is to stand in water and use a Wand of Lightning.

About six hits with the Wand of Electricity should kill Goo.

Try this tactic.

Plant an earthroot in the door and plant dreamweeds, fireblooms, and sorrowmoss everywhere.

Then (if you have any) throw a potion of poison gas next to goo and then go in the earthroot but DO NOT step off it.

So goo would take damage and if he gets too close you could attack him and soon kill him.

Be sure you have at least the earthroot and poison gas.

Also have a weapon that deals 10 or more damage and armor that absorbs at least 9 damage.

WARNING!

I haven't tried this yet

but it should work

Question: So I got to level 5 of Pixel Dungeon on my Android, equipped with a +3 dagger and a +4 leather armor, and was swiftly defeated by a goo, which kept "pumping itself up" and filling my wounds with acid.  How do I defeat it?

How do I defeat the goo?

Find a water section to fight in to avoid the acid. Use frie material to lure the Goo into a doorway and set it on fire.

The most common strategy to follow, regarding beating the goo, is to fight it inside the water.

The community suggests few tactics to defeat the goo.


In Minecraft 1.9 command blocks get an overhaul.

There will be three modes of command blocks: Impulse :

Regular behavior, command gets activated via redstone Repeat : The command in this command block gets activated every tick (superfast clock) Chain : This is the one you're looking for, see below

Command blocks also have a direction now, they can face north, south, east, west, up or down, this is important for the chain command blocks.

When any command block gets activated, it will activate the chain command block that it is pointing into.

This means you can build chains out of command blocks, whose commands get activated in the order they are pointing into each other.

This is not a good idea.

If you have commands that must be executed in a specific order, separate them with repeaters or comparators so that they execute in a specific order.

If you trigger a lot of command blocks with interfering actions at the same time, they will execute in a specific order, but you can't know what this is in advance, it may change without notice (if the server is restarted for instance), and will almost certainly cause you a lot of headaches.

It starts with the lowest z coordinate, then runs them in order of increasing x coordinate, then starts again with the next z coordinate.

I do not know how the y coordinate is involved.

You really don't want to be using redstone dust in your command block contraptions, or in this case, even repeaters.

I discuss this further in this answer .

There are much better solutions these days, and even better solutions to come in the near future.

So for 1.8, what you want to be using is a 20Hz fill clock .

There are 2 great features about fill clocks, plus some other advantages.

The first feature is that every command runs every game tick, i.e. 20 times a second.

The second feature is that execution is well defined, at least when everything is in the same chunk.

If your command blocks are in a single line along the X or Z axis, the command blocks will be executed from low coordinate to high coordinate.

One of the other advantages is that fill clocks generally produce less lag than redstone.

But fill clocks are old hat now.

The new hotness is command block chaining, which is coming in 1.9, and is available now in snapshots.

These are even better than fill clocks because while both run at 20Hz, the new command blocks produce even less lag and command execution is even easier to determine.

If you're working with command blocks, you should be using 1.9, even though, at the time of writing, it hasn't been fully released.

In fact, it is actually the lowest z, then executes that row of x, then goes +z by 1, then executes that row of x

and so on...

for y-execution, it goes bottom-up, so it starts at the lowest point, then goes to the lowest z point, the executes that row of x.

It's actually not that hard, and really compact instead of a line of repeaters running from each command block.

If the command blocks trigger each other by placing and removing redstone blocks, wires, circuit-breaking opaque blocks and/or inputless torches, then they're predictable (at least as long as the chunks never unload -- see https://bugs.mojang.com/browse/MC-711 ).

They'll be triggered from bottom to top, then from west to east, then north to south (ascending order of Y, then X, then Z), and a command block will run each game tick if its signal has switched from off to on at least once since it last ran.

(The same rule applies to note blocks, which are the only type of output block that can run at more than 5 Hz.)

This is what makes 20Hz /setblock

clocks possible.

It's only when you use repeaters, comparators, switching torches, or moving parts that the unpredictability arises.

TL;DR :

The answer varies from where you activate the command blocks.

I did an experiment with these where all command blocks are programmed with /say

Whatever at

and then their coordinates.

Next I activated them from all sides.

The lever at 165 -245:

The lever at 169 -240:

The lever at 173 -245:

The lever at 169 -250:

Then, I made sure the test was consistent.

As you can see, the first time it activated in this order: 166 -245 168 -245 167 -245 169

-245 169 -244 169

-246 170 -245 169 -243 169 -242 169 -241 169 -247 169

-248 169 -249 172 -245 171 -245

The second time it activated in this order: 166 -245 168 -245 167 -245 169

-245 169

-244 169 -246 170 -245 169 -243 169

-242 169

-241 169 -247 169

-248 169 -249 172 -245 171 -245

Those two are exactly the same.

In conclusion, the order depends on where the signal was activated.

Question: If I make some  Command Blocks  with commands (let's say  say whatever ), connect them with redstone dust ( you can place redstone dust on Command Blocks by holding   Shift ), then produce a redstone signal to trigger them at the same time, is there a specific order in which they are executed? Does it depend on coordinates, directions, or what?

Order of command block execution if triggered at the same time?

You can build chains out of command blocks and you can get them to execute in a specific order. The order depends on where the signal was activated.

Command blocks do get triggered in a specific order. That order can be tracked via different methods, such as knowing the numeric value of coordinates.

The community details the chain of triggering, regarding command blocks execution order.


Replay value is simply a generic term for "What could motivate people to play the game again after playing through it once?"

Neither the time to play through or the graphics have anything to do with that.

Examples for factors that add to replay value: Branching story where players might play again to experience the other branches.

Extensive character customization that might get players to try to play through using a different play style, e.g. stealth vs brute force.

Randomization where players experience only some parts of all that the game might have to offer

so they play again to maybe experience the other parts.

This can also be randomized item drops in diablo-like games.

Replay value is a game's ability to be re-played.

Either after death, or more importantly after victory.

It generally specifically refers to how often you will pick the game up off the shelf to play it AGAIN after you've beaten it the first time.

Some games, such as the Metal Gear genre, Borderlands genre, the Resident Evil genre, and many others, were actually DESIGNED to be played multiple times, and have content that reflects this.

Beating the game (the first time) is just the beginning .

This can be accomplished in a myriad of ways, as everyone has something that speaks to them specifically.

But many games have attempted to work replayability into their core game mechanics using methods such as: Keeping some or all of your levels and\or inventory and continuing again from the beginning with or without the enemies and tasks rescaled to your level.

Starting the game again with a new playable character Starting the game again from a new perspective, giving you insights into previously unknown parts of the story Starting the game again as normal, but with a harder difficulty Starting the game again with the games levels mirrored to be backwards Multiple acheivememts to be obtained for 100% completion, some of which cannot all be gathered in one, or even several playthroughs.

Unlocking a new game mode upon completion Including a online or local multiplayer experience so once the original campaign is finished there is still other people to slay play with.

Having multiple game modes other than just multiplayer or singleplayer in the first place so there is more to do from the beginning.

Giving the player cosmetic additions upon completions.

And many others...

Some games have great replayability without any of these qualities as well.

Some games are just THAT good.

There is so much content, and the story was so good, and the characters so iconic, that you just want to play it again and again, much like reading a good book or watching a good movie.

The most famous game never intended to be replayed to such an extent but still was good enough to garner this form of reputation that comes to mind is Final Fantasy 7.

This is a partial answer that adds on to the 2 great answers provided by both dbemerlin & Ender.

One thing that can really add to replay value is a multiplayer mode (in addition to single player.

I am specifically leaving out multiplyer-only games as they are a beast of their own).

Each time you pick it up and play with your friends it will be a new experience.

It's probably worth mentioning a few things that tend to detract from replay value, too: Annoying controls / user interface Poor camera positioning, especially for 3rd person games where the player has to negotiate lots of enclosed spaces Long, unskippable cutscenes or unavoidable stretches of highly monotonous gameplay Lack of ways to increase the difficulty of the game on subsequent runs Lack of a sensible scoring/stats system

What makes a game replayable, is going deeper into the world, I'll use Portal 2 as an example, you can wander around, and find hidden areas, and uncover more of the story if you play it again.

I don't really know how to elaborate on this to be honest, but if you're trying to build in replayability, you need to add funny little hints

Question: I've heard the term "replay value" thrown around a lot in many game reviews and some publications.  As implied from the question, what does it mean? What actually defines it? Is it how long it takes to play the game? The number of assets in the game? How engaging the game is? How good looking the game is?

What defines a game's "replay value"?

It simply means what could motivate people to play the game again after playing it through once. It might mean starting the game again with a new character, a new perspective or previously unknown parts of the story.

Replay value of a game is defined by the urge to replay a game and can be modified by a plethora of factors such as unlocking things upon completion, that carry over at a fresh playthrough.

A definition of replayability, regarding games, is given.

The community lists few aspects that form the replay value of a game.


It's not possible to break bedrock with any amount of TNT, since bedrock has such a high blast resistance that TNT simply can barely make a dent in it, let alone overcome it completely.

Bedrock has a blast resistance of 18,000,000 .

(That's 3,000 times more durable than obsidian.)

The explosion math is not straightforward, but a great simplification is that a block is destroyed if its blast resistance is overcome by the explosion power applied to it.

An explosion's damage is done by radiating a number of lines out from the centre of the blast, and applying damage alone those lines to blocks at intervals (every 0.3 metres) along the lines.

If all of a line's damage is absorbed by one or more blocks it has passed through, no farther intervals are checked.

So, the amount of damage a block of TNT can do simultaneously to a particular piece of bedrock is the sum of the damage applied by all the rays that intersect it.

This calculation has already been worked on that page as "The minimum block resistance required to absorb maximum blast force of an explosion happening in nearby air".

For TNT under optimal conditions (the TNT is sitting on the block), this is 77.67 .

That means that a block of TNT will destroy a block with 77 points of blast resistance, but not a block with 78.

Explosion damage appears to not be additive (though the deobfuscated code is unclear enough that I'm not 100% certain either way), in that explosion damage seems to be checked for each individual explosion in a separate run of the explosion code and there's no code to save partial blast damage for later explosions to add to, so simultaneous explosions don't add together.

We can see this in evidence by causing many, many explosions on a massive scale, and observing that the bedrock appears to remain entirely intact:

No, you cannot.

Bedrock is impervious to everything in Survival mode.

The only way to break bedrock is to switch to Creative mode and break it yourself.

As SaintWacko says, the only way to break bedrock is to go into Creative mode.

I just wanted to point out that the reason you cannot blast through bedrock with TNT is that bedrock has a blasting point of 18,000,000 damage.

Most blocks are in the damage resistance range of 15-30. Source: Minecraft Wiki

No, actually SevenSidedDie could not be more wrong.

It is a common misconception that you can stack damage to a block in minecraft, but in reality it would have to be a single block that does the trick, therefore it would have to be a mod.

Does this make sense?

Quote from Wiki

"It is a common myth that Bedrock can be destroyed by a sufficient quantity of TNT.

Examinations of the Minecraft code have shown that multiple explosions do not add damage to blocks; any block that is not destroyed by one TNT immediately adjacent to it will not be destroyed by additional TNT"

Therefore saying that the TNT damage value would have to be greater than or equal to 18,000,000.

Not only does this have to be a TNT block, in the early days of Minecraft Alpha you could tape down your mouse to continually hit the bedrock block, because the damage accumulated to greater than the bedrock value.

So if someone were to go into the code and change the damage value of a pick, TNT or whatever it may be to greater than 18,000,000 than it would destroy the Bedrock.

So even in theory, it is most definitely impossible...

You cannot blast through bedrock using TNT.

However, you CAN blast through bedrock using a fireball with the explosion power of 1000000, as JL2579 demonstrates in this video:

Notice, I haven't tested this, because, well, every time I did test it, my game crashed.

Question: Can you blast through bedrock if you have enough TNT? I was mining and came accross it and I have 45 TNT blocks. If I could blast through it do you get to use the bedrock too?

Can you blast bedrock with TNT if you have enough?

Bedrock is impervious to everything, it's not possible to break it with any amount of TNT. You would have to switch to Creative mode and break it yourself.

While in survival mode, it is impossible to destroy bedrock, it can break by either using mods or changing into creative mode.

So even in theory, it is most definitely impossible…

It is stated that it is impossible to destroy bedrock, by any legitimate means.

In creative mode you can destroy any block.


The refactor viruses can be used by either sides.

If you use the virus to switch the control to your faction, you become the owner of the portal and all of the attached resonators, destroying any link and fields attached to the portal itself, but getting no AP from the action.

If instead you use your opposite faction's refactor, the portal becomes owned by "Jarvis" (or "ADA").

Switching the portal to the opposite faction can be useful to destroy links that are in the way of the construction of a big field.

Using both kinds of refactor on a portal can also let you create a L8 portal without the need to have eight L8 agents available .

Here is a variant of "campfiring".

Wherever the resonators are deployed (correctly or not), an undefended portal is no match to a high level player.

But an increasing number of players have their "home portal" or "work portal" directly accessible from their couch or their desk.

These home portals usually have a combination of heat sink and multi-hack mods in order for their "owner" to be able to farm efficiently on them.

To prevent them from doing so, one can deploy a portal, add four link amps on it (which are no use either for defence or farming) and then convert it to the enemy faction.

The link amps will be unremovable, and the owner will be stuck with their regular four hacks per 4 hours, unless they use a refractor/virus to convert-destroy-rebuild-upgrade.

You can also use other-team refactor viruses as a portal denial weapon.

Here's how: Take down the enemy's portal by normal means.

Stand directly on the portal's location and deploy eight level-1 resonators.

Flip the portal into your enemy's hands.

This leaves them unable to space the resonators properly without using a refactor of their own, but makes the portal so vulnerable to attack that they can't wisely invest much in upgrading it or linking it.

I've heard this called "campfiring" the portal, since the eight L1 resonators look like a fire at the base of the portal.

Edit:

As of 2013-11-07 there's a one hour penalty until another virus can be used on the very same portal again ( source ).

However the technique can be used to easily gain the same amount of MU for (big) fields up to 4 times by flipping the anchors.

The other faction's viruses can be used for quick-levelling.

One can gain very much AP in a very short time span from otherwise not-so-useful viruses of the other factions type.

Needed: Area with many dense portals (not yet fully linked)

A number of Jarvis viruses or Ada refactors Plenty of keys of the area or a group of players (to hack keys on the fly) How to do it: Area needs to be in the own hand, but not linked yet

(best) Pick a special portal to be the root portal Link

every portal in reach to this portal, then make as much fields as possible

Now flip the special root node portal Destroy it, rebuild it, re-link everything Repeat

We did this once and one L7 player made L8 with an AP gain of around 250k in less than one or two hours.

Let there be n portals to connect to the root node each round, then you can gain n*313

(n-1)*1250 =

(n-1)*1563 + 313 AP per *round

* E.g. if you have 15 portals, this gives you 23.8k AP per Jarvis/Ada and round.

On the Comms channel, a team-member suggested another use.

A high-level user can help a newbie by destroying a portal, allowing the newbie to (poorly) place low-level resonators on the portal, convert the portal to the enemy's side and then destroy the easily-demolished portal.

It will earn them some easy AP, especially if they have enough keys to establish fields twice.

In fact, the newbie could do this directly, without the higher-level player.

The refactor viruses can be used to frustrate the other faction, by removing and blocking farming modifiers on their portals.

Flip the enemy L8 farming portal to your faction (or take it down.)

Remove the multi-hack and heat sink mods (or deploy low level resonators if you took it down.)

Deploy a full set of less useful mods; common shields, link amps etc.

Flip the portal back to enemy faction.

The enemy faction will not be able to change the modifiers without flipping the portal or waiting for it to be taken down by decay or enemy agents.

Since recent updates fields cannot overlap.

Existing long links block creation of smaller links and fields

if in the way.

Enemy weapon is useful for removing nasty long links mid-town.

FARMING!

FARMING!

FARMING!

If anything, I think they are actually MORE useful.

They are useful for getting rid of friendly derp links (long nonsensical links that block potentially useful links), but also, they are great for FARMING.

Here is what you do: Build a farm of level 8 portals.

Make sure it is not too big; you should be able to burn out the whole farm in about an hour.

Deploy all four mod slots with hacking mods (3 Multi-Hacks and one Heat Sink are usually best).

Then flip the farm to the enemy faction and farm it!

They can't blow it up (because it is their faction), and they can't flip it back and blow it up for at least an hour, because ADA and JARVIS give portals one hour immunity to another ADA/JARVIS.

So, instead of wasting any of your Mod Slots on shields or other defensive mods, you can fill them all with hacking mods (Multi-Hacks and Heat Sinks) and get way more hacks out of your farm.

PLUS

you get 100 AP for each hack.

And when it's over, if you don't feel like leaving a farm up for others to use, you can just blow it up.

The only danger at all in this strategy is that members of your faction might unwittingly blow up your farm, so make sure that they know not to, and have it in a more isolated area if you can.

Question: If an Enlightenment player picks up an ADA Refactor or if a Resistance player picks up a JARVIS virus, are they of any use?  (Apart from recycling!)  Each appears to be a weapon that can only be used by one side.

Are Jarvis Virus/Ada Refactors useless to the other side?

The refactor viruses can be used by either side. You can use the other-team viruses as a portal denial weapon. They are useful for getting rid of friendly derp links.

Both sides can use Refactors tactically to do things such as farming.

The community suggests that both side Refactors are usefull.


Without lowering your graphics Right-click on GTA 4 in Steam, and click on Properties .

Click on Set Launch Options... and a window with a TextBox will appear.

In that TextBox, paste these arguments: -nomemrestrict -norestrictions and GTA 4 should run with a huge speedup.

On my rig i7 3770K 32 GB RAM GeForce GTX 680 GTA used to run on max settings at around 20-35 FPS.

With these arguments, it runs between 50 and 55 FPS and averages at ~52 FPS.

With lowering your graphics Interestingly, GTA doesn't seem to care about GPU so much, as there is almost no difference between playing with a 1920x1080 or 800x600 resolution.

The only settings that seem to yield any significant increase in FPS is View Distance and Detail Distance , which should be lowered together.

With both set to 1, my max FPS went from 55 to 140, although the average FPS only increased from 52 to 55.

I wouldn't recommend setting them both to 1, as it can introduce some odd graphical glitches, such as signs seemingly floating in midair, until you get close enough for the sign's support to pop into view.

You might want to set the ingame option Definition: On , which will deactivate Motion Blur (yes, On == deactivate) and earn you an additional 5-20 FPS when driving fast enough for aforementioned Motion Blur to kick in.

About why GTA fails to start

According to this wiki the problem may be caused by an out-of-date GFWL client, or because of your MTU size .

Grand Theft Auto IV had an awful lag that was fixed in a patch.

Make sure it is up to date.

I had the same issue ages ago and updating fixed it nicely.

Hope this helps!

Are you sure you are launching the game using you Nvidia Video card and not your on board laptop card?

Find the .exe that you are launching.

Right click on and there should be an option open with Nvidia card.

I found a solution on this youtubevid: Seems like the problem is windows keylogger.

It worked for me, hope it'll work for you :-)

I don't know how powerful your graphics card is, but have you tried lowering your resolution?

A lot of the time graphics cards aren't built to handle the higher resolutions when running a game.

What might be the case is having active Monitor Mirroring drivers installed and running.

Some examples: Teamviewer LogMeIn VNC

Any software that allows remote connections to see the desktop of your computer has the potential to cause such problems.

Try uninstalling them, as simply exiting them does not stop the mirror drivers.

In the main GTA IV folder, create a text file and name it commandline.txt .

Edit the file with a text editor, like Notepad to contain the following text: availablevidmem 8

Question: I get about 15-20 FPS in GTA IV. I should be able to run it on the highest setting with over 60 FPS. I have tried to lower all the settings to low, but it doesn't improve my performance at all, not even by 1 FPS. I was thinking there was some sort of FPS limit somewhere; could that be the case?  Specs CPU: Intel Core i7 GPU: Nvidia GeForce GTX 675m/ 2GB RAM: 8GB    as you see the should be no problem...

GTA IV lag on powerful laptop

Try using View Distance and Detail Distance and make you are launching the game using the Nvidia Video card. The problem could be caused by windows keylogger or an out-of-date GFWL client.

While the problem can't be narrowed down to something specific, the community provided few solutions.

The community suggests few fixes, regarding the frame issue.


I try to avoid them at all cost.

Just sneaking by them and kill as little as you can, if possible.

That's what I've been doing and it's been effective, though maybe not as fun, but it gets the mission done.

This way, you save on supplies.

If I HAD to kill and fend them off, I usually use a shotgun or a handgun since I like those the best.

While Rob Avery's suggestion of avoidance is a valid one, I usually took it as a challenge to kill all of the enemies in an area before moving on, so I needed different tactics.

I was also stingy with my shivs so barely ever used them other than as a rarely used emergency escape from clickers (with the skill) or to open doors that required shivs, so stabbing them all in the neck was out for me.

I found arrows to be really effective instead, at least on the unaware clickers.

Most of the clickers you face throughout the game are easy to get close to without raising an alert, and it's usually trivial to get close enough to plop an arrow into their face, which is a nice, silent instant-kill.

Just save your arrows for this purpose... they're overkill for humans, which you can just strangle, or runners, which are usually easy to melee unless they swarm you (at which point, you aren't going to want to use a bow and arrow anyway).

As a bonus, you'll sometimes be able to recover the arrow after the kill.

During those occasional times when the clickers are aware of you and charging endlessly, the shotgun (if you wait until they get very close) or the rifle worked best.

On hard, the rifle was often a one-shot kill even if you don't hit the head, and upgrading its ammo capacity was a big help if you needed to take out 2 or 3 in a row.

Lastly, while it costs 75 drugs (or whatever it is you buy skills with), the skill that lets you get a clicker off of you with a shiv can be a really big help.

I recommend that if you plan to get it you get it as soon as possible in the game though, because it seemed to me that close-quarters fighting with clickers was a lot more common in the early and mid game than the end game.

Given that without the skill a clicker's touch usually means death, it's nice to have on some of the tougher fights, particularly if you're playing on a harder difficulty where ammo is scarce.

Though you have to get close, I like to use a brick as a melee weapon.

Using a shiv, pistol/long gun, pipe/plank etc.

works, but at the cost of precious supplies.

Since bricks are so ubiquitous in the game, it is an option to dispatch the Clickers and preserve those supplies for something else.

I suggest using a brick to stun them and finishing them off with a melee weapon (don't need to upgrade).

Prioritize your shivs for the locked doors.

I wouldn't suggest getting the shiv master skill.

It's a waste of supplements as it takes up a whole shiv to get the clicker off you.

Or you can bait one to a secluded place and two headshots with a pistol will finish the clicker.

After the first headshot, they normally just stay still and look down so getting the second headshot wouldn't be much of a problem.

in the first half of the game I mostly threw a bottle and when they all ran to it then id throw a molotov cocktail.

in a confined area it easily takes out several at once without giving away your position.but once you get past half way you learn to use the bow more effectively.

I used it more than the flamethrower.

Question: I'm finding Clickers to be very hard.  As far as I can see, you have a few options:   Craft a shiv, sneak up, grab  Δ , then shiv  Δ .  Enhance your melee weapon (if you're far enough), which also requires scissors and tape.   Which of these is more efficient resource wise? I'm thinking that since I have the shiv upgrade now, trying to grab and shiv would be best.

Which strategy is the most efficient for Clickers?

Just sneak by them and kill as little as you can. Arrows can be really effective and try using a brick or a bottle as a melee weapon.

Clickers can be tough to beat. If they can't be avoided, the most common strategy includes the usage of melee weapons.


You might want to try: right click on Torchlight 2 in steam library go to Local files tab and try 'Verify Integrity Of The Game Cache...' if that doesn't help then probably you still have some remains of the mods that cause this error and you should remove them.

There are multiple potential solutions to this nuissance, listed in order of complexity: Restart Steam Restart your PC Navigate to your Steam installation folder and delete or rename the file ClientRegistry.blob .

That file causes many problems every now and then...

While you're at it, you can also try the same with files starting with ssfn - however that may also destroy any family sharing you configured.

Either way, you'll have to log in to Steam again Check the game's cache integrity (slow...)

I ended up re-installing steam itself.

After that the problem disappeared.

This happened the other day to me as well.

I renamed the userdata to userdata.old and restarted Steam.

After launching Portal 2 (because this was the game that didn't wanted to sync) again, the prompt didn't show

and I was able to play normally.

No need to reinstall Steam this way.

Here's a great way to fix this without nuking Steam.

My downloaded Steam Cloud files got out of whack.

In my case, I quit Steam, I found my Steam Cloud save folder on my PC for the game in question, and nuked it.

Then I relaunched Steam and relaunched the game.

It fetched fresh data from Steam Cloud and then synchronization worked again.

I used SteamDB to find the AppID for my game, then deleted that folder in the following path.

C:\Program Files (x86)\Steam\userdata\[MY STEAM USERID]\[APP

ID]

Problem solved!

Running steam as admin worked for me!

If you don't want to do that manually every time, you can right click the executable and there's an option to always run as admin in the compatibility tab.

Question: I have a steam version of torchlight 2, and this started happening when I installed and then removed some mods. Each time I'm starting torchlight I'm greeted by the following message:   After this games start as usual. I would like to have cloud sync enabled. I tried disabling and the re-enabling it, I tried backing up the save files and removing them, these did not help. Reinstalling Torchlight 2 did not help either.  Is there any way to fix this and keep the cloud sync?

How to fix "Steam unable to sync" error?

There are pultiple potential solutions. Try running steam as admin or re-installing it. You can also try restarting Steam and renaming the file  ClientRegistry.blob.

While there isn't a specific solution to this problem, users listed few workarounds.


On the minecraft wiki i found a statement that may be of use to you.

I dont know if its still of any use or if it has been changed but its worth a try.

Dig holes.

Dig a hole outside of the farm, at least 3 blocks deep (two for the tunnel, one for the ceiling).

Place ladders as needed.

Tunnel under the fence, and dig up under the farm.

Place more ladders.

Since Pigs, Cows, and Sheep are more than one block wide, they will not fit in the hole resulting in them running in circles trying to get in the hole.

However, baby animals and Chickens can fit in a one block hole, so you may want to place a trapdoor at the top.

In version 12w34a and later, the trapdoor can be placed in the top block of the hole; in older versions, making it level with the farm requires putting an extra block inside the farm to attach it to (don't put it within two blocks of the fence).

Of course, the tunnel can also lead to somewhere more distant....

Source

Your farming floor would look something like this.

X X

X

X

X

X

X

X

X X XX B

H B H B H B H B XX H B H B H B H

B H

XX B

H B H B H B H

B

X X H B

H B H B H

B H

XX B

H B H B H B H B XX H B H B H B H B H XX

X X X X X X X X X XX

= fancy fencing of some sort.

B = Block or the floor of your pen.

H = Hole in the floor (at least 3 deep) Then under that layer you would place a water slide to another pen where the young animals can age for slaughter (or more amusing ways of entertainment) .

I will try this when i get home and ill maybe even post some screenshots or upload a video for you.

EDIT here are the screenshot i promised. to describe the above images.

The holes in the floor allow for the baby cows (calves) to fall in the water and to flow to the gathering area.

The mature cows stay on top and are there to be fed.

You could use the MineFactory Reloaded mod to do this.

A Breeder sends carrots, wheat, seeds, etc.

to animals in a pen.

A Chronotyper would separate the baby animals from the adults, and a second Chronotyper would separate them again after they've grown.

A Grinder could be used to kill them, with drops transported using conveyor belts and hoppers from vanilla Minecraft.

The Mob Essence from the Grinder can be used in a Spawner to spawn more adult animals from a safari net, which can be killed.

The Feeding Station from RailCraft could also get you a lot of cows with a stack of wheat.

A tier 5 soul shard from the Soul Shards mod spawns adult animals whenever ther is no redstone pulse, so you could use that to your advantage.

No redstone, no minecarts...

Through 5 minutes of item testing I found that adult animals can fall through a 1x1 hole.

There is one item (maybe more, haven't tested them all)

that works.

Here's how you do it: on the floor of your breeding area, replace some of the floor with open trapdoors, with a room under it.

View from the top:

d = dirt t

= trapdoordddddddddddttttttttddtddddddtddtdtttttdtddtdtdddtdtddtdtdtdtdtd

dtdtdddtdtddtdtttttdtddtdddddddtddtttttttttdddddddddddd P.S. closing the trapdoors allows you to expand your population of adult animals without have to force fully grown animals into the pen.

EDIT:I took some pictures.

Once I figure out how to make youtube videos i might make an actual tutorial for this and many other of my creations.

Another Edit:I spent another 2 hours thinking how to make the kill machine better.

I rewired it

so you hit a button to get the cooked meat.

After I wire it to have a button for raw meat instead of a switch I might post a new picture.

In terms of chickens I discovered that you can allow chicks to pass and hold back adult chickens by using half blocks such as slabs, placed so there are half block gaps out of an enclosure

An alternative approach, is to change how you do breeding.

For instance, if you have the two adults in mine carts, their offspring drops off away from the mine carts keeping the separation.

Another way, since babies take 10 minutes (IIRC) to mature, after breeding, start a 10 minute timer, and have your automatic butcher system only butcher some of the animals.

Question: Is there any way to automatically pick out adult animals (most preferably cows, but if you have info on other species, please share too) from the baby ones?  Specifically, keep the baby animals away while picking out adult ones for automated butchering.

How to separate adult from baby animals?

You can try the MineFactory Reloaded mod or using half blocks to hold back the adults.

To effectively separate animals in Minecraft you have either to use mods or some tracking tactics, with in game and out of game items.

Some people suggesting ways to tackle this matter.


A Sprint Rune or the ADHD trait (+30% speed) help against bosses.

The Shinobi class comes with this extra speed by default.

You also should take a Vault Rune (double jump); maybe even two.

Two vault runes gives you unprecedented mobility throughout the game.

(FYI Sky Cape gives two jumps)

Avoid Gigantism because it makes it harder to dodge flames.

Also avoid Dwarfism because it makes it harder to safely hit Ponce.

Vampirism/Siphon/Balance runes are great for keeping topped up before the boss fight, but in the case of Ponce de Leon, they are useless during the boss fight itself.

(They however viable against the Dungeon boss, and great against the Forest boss)

If you're early in the game, a an upgraded Barbaian (Barbarian King) might be best because of his shout ability; it clears the flames if you get cornered.

He also has lots of health so you have more chances if you mistakenly run into a flame.

If you have the upgraded Knave (Assassin), then you can use his sneak ability to simply walk through flames in a tight spot; his ability ALSO can be used to evade Ponce himself!

With some Damage/Crit Chance/Crit Damage manor upgrades, he will make very quick work of any boss.

An upgraded Shinobi (Hokage) can also teleport/flash/blink through the flames.

If you have quick reflexes, a Shinobi's Replacement Technique is the most mana effective dodge.

He also does far and above the most damage in the game before you start maxing manor upgrades and acquiring gear (by then an Assassin or Spellblade are heavier hitting).

It all depends on your stats of course, but here are a few setups that helped me.

The barbarian king's special extinguishes the flames Ponce leaves behind.

having a sprint rune as well as a double jump helps me avoid his flames.

The shinobi +

a time stop spell

does wonders here.

freeze time and hack away.

even better might be a lich + time stop.

use the special to get a lot of mp and then time stop + hack away.

You dont really need any health for this.

The goal is to kill him before the spell wears off.

I found the archmage not to have enough attack power to kill him even if the time spell lasts longer.

I find Spellsword with the upgraded spells, preferably with the fire ring/shield, else chakram or dagger, and maybe even the sword wall can do well against any of the bosses.

Maybe get at least 1 flight rune for a bit of mobility.

Just spam the upgraded spell you have and

only when you run low on mana do you have to do a few hit and runs, an Air Dash rune can also be useful for hit and runs, hit 'em once and the dash backwards, but with the fire and spikes around the room you may run into one.

Following a wide path around the whole room

so you don't have to dodge as much fire helps as well, just running in a counter-clockwise square or something.

Another combo which hasn't been mentioned is Dragon + Dwarfism.

The normal disadvantage of Dwarfism - the shortened melee attack-range - doesn't apply to Dragon class, since it's ranged-attacks only.

Meanwhile, you're so tiny it's easy to fly around and evade pretty much everything.

I died to Ponce de Leon a few times before getting this OP combination, at which point I beat him without taking any damage.

gaming.stackexchange.com/users/2578/BlueRaja - Danny Pflughoeft

I got quite frustrated by this one, came on here and neither of the barbarian/assassin classes worked for me (lvl 125)

- disclaimer

: I'm probably just terrible at the game.

Anyways, in case it helps anyone I ended up beating him with a Paladin who had conflux orbs.

Spammed the conflux

and I think knowing that he was always taking damage helped me focus on dodging stuff.

Got some hits in as well of course and finally beat him.

Very satisfying.

I found Barbarian King (or Queen) with lots of health, a retaliation rune and double jump to be useful.

Kill of the spikes by running into them and start running around the room uninterrupted.

Run in as big of a circle as possible to prevent getting cornered by the flames.

If you manage to get cornered by the flames, use barbarian shout to get rid of them.

Hit the boss whenever he's moving slowly.

I simply got an arch mage with the flame barrier spell and moved carefully around the room, turning on the spell when Ponce got close enough to get hit.

Mobility runes as suggested by others are very useful of course, and a retribution rune will kill off any spike balls you may hit.

That's less of a priority though.

The fight was pretty quick and painless like that.

I beat him with the following: DragonADHDHaste RuneHaste RuneHaste RuneHaste

RuneHASTE RUNE

YOU BECOME SONIC

IF SONIC GREW WINGS AND BREATHED FIRE.

Question: He's kicking my butt all over the room and I'm not good enough at dodging all his attacks to do hit and runs for 10 minutes. Are there any classes, spells, runes, or strategies that are well suited to taking him out?

What's a good strategy for defeating the Tower boss, Ponce de Leon?

Two vault runes gives you mobility throughout the game as a well as a Sprint rune that increases speed by 30%. You can also try the Balance rune to stay topped up before a fight or a Barbarian because of its shout ability.

There are many builds, in order to defeat Ponce de Leon. Some examples, suggest specific traits and abilities.

The community suggests few tactics and builds.


If you're looking for games with as little cards as possible, the following incomplete list shows games which only have five cards each: Don't Starve Super Meat

Boy

The Swapper DLC Quest Trine 2 Bastion

The Walking Dead Bleed Counter-Strike: Global Offensive Defy Gravity for a probably complete list of games with trading cards, have a look at this one Costs:

With a current card price of ~.2$ per card, that's about 1$/badge, so 100XP for 1$. Due to the level limit you cannot do this forever with the same game though Other ways to obtain XP are: "Years of service

" I got 250 XP for five years,

so I guess it's 50 XP per year.

Costs: time "Community leader" (Max: Lvl 3) Just do 28/29 of the stuff mentioned there

(post a screenshot, trade, link to facebooke etc).

Costs: Data "Director of Acquisitions" some XP

per game you own (1-5 XP/game, see here as per Nolonar's answer ).

I don't know how DLCs count here, and the scaling is probably non-linear.

Costs: a lot - even with an optimistic 10$/game you have to spend about 1000$ for another 100XP once you have many games "Steam Summer/Holiday Sale 201X; Potato Sack; Trading Card Beta Tester": XP based on the achievements/participation.

Costs: A time machine...

So in summary, apart from the up to 200 XP from the "Pillar of community" badges the most promising source of XP

are indeed gamecard badges.

The badges with fewer gamecards are probably easier to obtain, but then again they may also be more expensive on the market.

By far the easiest way, is to do nothing.

You get 50 XP per year since your registration.

By far the fastest way, is to buy games with trading cards as well as their cards.

For every game owned, you get a few extra XP; For more information on how many games award how much XP, read here .Trading card badges awards 100 XP each.

You can only gather half of the cards available per game, unless you receive a booster pack.

For the rest, you have to trade.

This is my little strategy to farm some XP and Boosters.

-Buy low priced games from Bundles and sales.

Like Humble Bundle (~5 games for 1$ minimum).

Look up if there are any games with trading cards first, in case you're not interested in the games themselves.

-Look for games that needs like only 5 cards to make a badge.

That way you don't need to put much money into buying the cards that are left.

And you can also sell your other cards for games that need like 15 cards to make a badge.

In that way you will level pretty fast.

-Get eligible for as many games you can for a higher chance to get booster packs.

I'm currently eligible for ~25 games

and I have maybe ~50 trading card games left to farm.

-Buying games from bundles etc is a good, cheap and pretty fast way to lvl up since you get xp for every game you buy/own.

And if you love playing games like me

it's another bonus for you!

You can buy steam cards for games at the community market...

These cards can still be used in the badge collection.

Most cards I see are around 15 cents, some games cheaper and some games More expensive

In my opinion the fastest way is by participating in sales to get badges, buying games to get xp, getting 50 xp per year since registration, and buying cards in the market to craft badges.

I would recommend for you to badge up on cards from games that have relatively small collections, a lot of people play, and thus have cheaper prices.

Example: Castle Crashers.

Easiest badges are: Community Ambassador(200XP),which is made by completing community tasks.

Gem maker(100XP),Buy a cheap loading screen or emoticon of 0.03$

and convert it into gems.

Participating in sale events(100-200XP).

Years of service(1year=50XP).

None of the above works for a limited account, I think.

Another great way of getting easy badges is to play on some F2P games (that have trading cards), and then either complete the badges for the game or selling the cards you get with the game on the Market and buying any cards with the money you got for any sets you need to complete.

Costs: effort.

F2P games with Trading Cards include: Team Fortress 2

Strife Dota

2 Warframe Dead Island:

Epidemic Quake Live Loadout

Question: While there's tons of badges out there, collecting cards and cards takes a lot of time, and only results in a 100 xp badge, is there anything other than just crafting badges that would help increase more exp?  Are there games that have extremely few cards to collect? Or is there an easier way to level up my profile?

What is the easiest way to level up my profile?

The easiest way is to do nothing. You can buy steam cards at the community market or play on some F2P games to get easy badges.

In order to gather experience, to level up a profile, a user has to invest in different activities such as combining trading cards.

You can buy steam cards for games at the community market…


Hexxit adds three pages of achievements to what vanilla Minecraft has, full of adventuring and excitement.

That gives you a kind of a map of its objectives.

It's an adventure game, same as the original minecraft!

You could always try to discover all the features of the modpack that you haven't known yet!

I'm sure there are lots of interesting things you haven't crafted yet.

There'd maybe be something new to try or discover.

Still if you think you're already too well equipped and it gets boring then maybe you could try another modpack!

I think that Hexxit doesn't have a clear goal.

(Which is the same as Minecraft.)

Some goals you could set yourself: Make a full set of Hexxit gear Defeat all the bosses

Defeat the hydra (the hardest Twilight Forest boss) Clear 50 dungeons

Make a wall of every trophy from each epic moment you've ever had in Hexxit DO ALL OF THE ABOVE

A good thing to do is to go on a server with factions and make like a village and decorate it and stuff.

Then try and get as many people to join as possible and give them quests to do to get promoted while you can sit back and relax.

just show off to everyone how good you are and you can make like an arena so you can fight people and stuff.

You can make buildings for each thing, bakery, blacksmith, trophy building and a townhall ect.

If you've done that and killed all the bosses, raided each type of dungeon/tower, got every type of chocobo

then you have finished the game

Things to do: Defeat all of the Twilight Forest bosses Make scale, hexxit and thief armour Make cloud and whirlwind boots Defeat normal bosses, e.g. Wither

, Enderdragon Make a starbeam block Make frezorite, kreknorite and meteorite armour

Beat new structures, e.g. pirate ship, pirate cove, volcano, castles, under ground bases

Make the best Tinker's Construct tools

There isn`t a real goal sorry

but you seriously could play over LAN with friends to battle it out in a hunger game style arena, of your choice, course

Question: I have been playing hexxit for a while now and I just keep raiding castles and ships and don't really seem to be getting anywhere, besides having like 5 stacks of diamonds (which may not even be all that useful).  What is the actual objective of Hexxit? Like what is it that I should be aiming to do or make and what are the end game items? I have tried searching a bit but can't really seem to find anything on it. Any help or ideas?

What are the objectives of Minecraft-Hexxit

Hexxit doesn't have a clear goal. It adds three pages of achievements to Minecraft.

While Hexxit is similar to vanilla Minecraft, there are new things to do, such as completing achievements.

The community provides details regarding things that Hexxit adds to Minecraft.

Few users suggest that there isn't any goal.


Buying it on Steam isn't a bad idea.

There's a good community that sprang up around it, and you'll get Steam multiplayer along with some slightly better graphics.

They also actively update AOE2:HD based on requests from players with things you won't get from the CD.

If you want to run what you have without a CD, I would recommend downloading the unofficial/soon-to-be-official expansion Age of Forgotten Empires It includes a color fix for Windows 7 and removes the need for a CD.

gaming.stackexchange.com/users/43782/Son of a Sailor

In most places it is legal to make copies of software for personal use so long as only one copy is run at one time.

I am not a lawyer and this isn't legal advice, but I believe this is true in the United States, Canada, and Europe so long as the CD doesn't have any copy protection.

Therefore, for personal use, in such places you can legally make a binary image file of the disc (an "ISO") and then use virtual drive software to load the image so that it appears to be a CD drive with the disc in it.

I've done this personally with my very played copy of Oblivion since I started to get concerned about disc damage.

I won't recommend any particular software because it depends so much on your exact OS and sometimes on you disc drive, but any CD cloner and any virtual CD drive software will do the job.

Back in the days when I played it with friends in my LAN

I made an image from the CD and mounted it with daemon tools.

Worked fine.

This might not have to do with your question, but if by multiple computers you mean playing with people connected to a private network at home then this will be useful.

When I play with 5 or 6 people at home and 2 discs are required, we have to take the cd out of the host computer and put it in someone else's, wait for the "cd" to appear by that person's name, then put the disc back in the host computer and start the game quickly.

We have 2 discs but we always lose one

so this method always comes in handy.

Try to install the DLC mod: The forgotten Empires.

Its installer can also launch the game, and it works fine without the disk and also as the main launcher for the game.

You can get it from here: http://www.forgottenempires.net/aof

I installed the game but couldnt run it, because the oficiall launchers were giving me errors, but that solved my problem (and also the problem of the disk)

Just make sure to paste and leave it on the main game folder before and after installing it, then create a shorcut and move it to where you want.

Question: I can't seem to find anything online that would suggest I can play this game legally without a CD. Not to mention, the CD I own has a chunk of it missing (it still plays fine and installs fine), and having it on multiple computers is a hassle because of the CD always needed requirement.    Is there any way to do this? Whenever I try playing without a CD, I get this:

Is there any way to play AOE2 without a CD legally?

You can buy it on Steam or make a copy of the software for personal use.

There are plenty of ways, in order to play AOE2 without a CD, legally, such as buying it digitally.

Few methods, that can help, are suggested.


It all started with this tweet from Rockstar official Support: For optimal performance, we recommend not installing that disc.

We will have more info on our Support Site at launch.

In their official support page they wrote: I know

Grand Theft Auto V has an 8 GB mandatory install.

If I want to install the Play Disc too, through Xbox Home (dashboard), is that possible?

For optimal performance, we recommend only installing the Install Disc, and not also installing the Play Disc to the Xbox 360 Hard Drive or USB drive via Xbox Home (dashboard).

You will be prompted to install the Install Disc the first time you boot the game.

Yeah don't install the second disc.

Just install the first one and keep the second one in while playing so it has two places to grab data.

Digital Foundry did some research and found no performance penalty if you install the play disk to a separate USB flash drive while having the install disk installed on the main HDD.

Performance seems to roughly match streaming from the DVD drive so the main benefit is doing away with the loud xbox DVD drive noises.

You can see a video demo of the two modes side-by-side here:

Well technically having it on two different sources is still two places, and I've heard putting the play disc on the hdd is optimal since its where all primary streaming comes from, and having the install disc installed on a usb drive separately as its the base content; not the immediate textures, etc things like that.

Yes it reads from two different sources.

The game plays much smoother with play disc installed on hi speed usb drive.

Question: I hear both sides of the story. "Installing both discs will improve performance" or "Playing from the disc is best". I've come across a few threads that say to install the play disc to a USB drive. Will the Xbox 360 even read from 2 different sources at once?   Someone please clear this up for me, for all of us. Do I Install the second "play" disc or not, and why?

Should I install the play disc or not?

For optimal performance, only install the Install Disc, not the second disc. You can also store it on two different sources for smoother gameplay.

Seemingly, installing the play disc in the same hard drive as the install disc, affects the performance.

Users are detailing how installing the play disc affects the performance.


Another option would be to wire a pressure plate to a heart statue, as they will produce hearts on a ten second cooldown, if you are looking for better ways to manage health in the field - boss fights and the like.

The wiki page explains it a bit better than I can, but if you set up remote health stations like this up around the world then all you have to do is run to the nearest health station.

Similarly, if you struggle with mana, you can do the same thing with star statues.

Use these: Celestial stone = 2+ life regen Moon stone = 2+ life regen (at night) Moon charm = 0.5+ life regen (at night) Charm of myths = 0.5 life regen Band of regeneration = 0.5 life regen Palladium armor (warrior set) =

major increase Fireplace

= decent increase Heart lamp = decent increase Honey pool

= good increase

I'd recommend to replace the charm of myths and the band of regeneration with a damage accessory or mobility accessory because they are both the weakest regen item in the game.

Also, a lot of this only works at night making it perfect for bosses and night time events.

Stand in Honey that is close to a CampFire while wearing Crimson armour.

You will generate health about 350-400% faster than normal.

If you actually had a regen potion, it would, of course, be even faster.

You could possibly recover 449 health in as little as 30 seconds.

I've seen it happen.

I have regeneration pools all over my server for boss battles and such.

A band of regeneration and a charm of myths would help even more!

I had a setup for a faster health regen in a pumpkin moon.

The easiest way to regen health is to place 2 heart lanterns and campfires around, while standing in a pool of honey with neptune's shell equipped.

Spectre armour works well for casters, it only regenerates with magic items.

I already tried using vampire knives but it didn't work.

Use greater healing potions and regen potions.

These accessories should be also worn : celestial stone charm of myths moon stone moon charm star veil/holy cross neckalace

All of this could be an amazing setup for boss fights.

P.s.

(I would use a heart statue and connect it to a 1 second timer to regain health back even faster.)

you can also get a heart crystal and chains to make a heart lantern which also increases health regen

In addition to the previous answers, as of 1.3, killing golem in expert mode will drop a treasure bag containing the shiny stone .

This increases the health regen massively when not moving (starting at 10 health per second, and increasing until it gets to around 40 health per second).

Question: What is the fastest way to naturally regenerate HP?   I know for sure honey increases the rate of hp regen, and so do campfires.   I know for sure there are some other HP regenerating items such as Crimson Armor's Set Bonus as well as some accessories.  What's the fastest possible way to naturally regenerate HP without relying on potions?

What is the fastest way to regenerate life?

You should place heart lanterns around that produce hearts in a ten second cooldown to manage your health in the field.

While there are many ways to regenerate life, fast enough, the most common followed step is to stand in honey.

The community suggests few ways to improve life regeneration.