

Not even a contest. Sadly it’s still a bit messed up on controller, because it conflicts with the (undocumented) button for slight nudging.
Not even a contest. Sadly it’s still a bit messed up on controller, because it conflicts with the (undocumented) button for slight nudging.
It’s worth mentioning Return to the Tomb of Horrors here. It frames the Tomb in a whole campaign. Although so far, I think the tomb itself is the weakest part of that book.
Great to hear!
Build that vastly oversized monster factory!
That sucks. Is it tanking the framerate only when you look at it or all the time?
You can try lowering all settings to potato and use photo mode for the money shots, it will render at a higher quality.
You know the factory is good when it tanks your framerate.
Interesting writeup.
The tracking of how much of a resource node goes where was supposed to be removed by everything going to the big smeltery, so I only need to track how much is going in and out of the central smelter.
I noticed the locking thing when turning on the factory. Unfortunately this would mean that there is way to get two full belts of output out a train stop all the time. If the downstream machines always consume two full belts, there is never a chance for the container to fill up. That sucks.
Trains are very cool in any game that they are in, but their infrastructure, especially the stations, is so huge and unwieldy in this game, that I will rethink organizing my factory around them, especially since there does not seem to be a huge need to move large quantities of items over long distances. I could see them on a point-to-point basis when a particular set of resources isn’t close to each other.
Also Re: Aluminium: I’ve seen the recipes, seems like a good time. I’ve played Gregtech, so I’m used to worse.
How do you use trains in your setup?
I considered it. There is no shortage of iron ore on the map, it would just mean a few more trains coming in. By the time this thing would be at capacity, I would have Mk.3 Miners and then 9600 ore is just 8 pure nodes, fully overclocked.
I didn’t check the difference in power consumption, maybe that would be enough to tip the scale. Mainly I didn’t want to deal with head lift in such a vertical build.
Maybe I should note that to me, more machines and more machines are not downsides, but upsides. I like lots of trains and I like huge Arrays of machines :)
I only have the OSE SRD to hand, not the actual B/X rules, although I understand that they are largely the same: https://oldschoolessentials.necroticgnome.com/srd/index.php/Dungeon_Adventuring#Traps
Searching a 10’ square takes 10 minutes, you have 1-in-6 chance of finding the trap (elves and thieves have more) - whole not written there, I would say this is for a generic search. If you’re doing something particularly appropriate for discovering the trap, the chance should be higher or automatic.
When you trigger the trap, there is a 2-in-6 chance it actually goes off.
Re: Needle trap: my point was exactly about skill based play: The Tomb of Horrors is targeted at experienced players, who would almost certainly see the needle trap coming, given how prevalent they were in those days.
I’m with you on the attrition. I think some of the other readings are overly literal or unnecessarily harsh.
The way I see it, there is actual writing on the floor tiles. It’s in small print so you need to be close and it will be widely spaced. If you want to read the whole thing, you have to move along the whole path quite closely, falling into a few pits along the way.
The kill chance of the needle traps is only that high on paper. If the players are that high level and not expecting poison needle traps on every lock, they have been playing a different game.
I don’t know how it is in 1e, but in B/X there is always a 1-on-6 chance of spotting a trap and there is some paragraph about a trap not triggering 50% (?) of the time. From what I read, nobody seems to use that m, but it’s in the rules. I think that might be appropriate in this case, because it gives a chance that someone in the back line (or multiple people) fall in the pit at once.
In my version, I expanded on the idea of the demons that show up when you go astral or ethereal. They also come in after about a day to repair damage to the tomb and reset (most) traps. Resetting the traps is mostly a curiosity, since the players know how they work the second time. But they may actually run into the demons themselves who would not like to be disturbed in their work. That can add an element of danger and dissuade the players from wasting time. Of course they can just rest outside of the tomb, as long as they have actually found the way out.
Very interesting post. My group is in the tomb right now, playing Pathfinder 2 and using The Alexandrian’s version.
The time wasting aspect is definitely visible, and that it’s about real-world time and not in-game time. There is nothing stopping you from calling it a day after an in-game hour of non-stop spellcasting and coming back tomorrow.
Another aspect which made a huge difference is the capacity for regenerating HP. There was very limited regeneration in 1e, whereas in Pathfinder, if you’re not under time pressure, you can heal back up to full indefinitely. I have tried to give the traps additional effects beyond HP loss.
For that matter, there is nothing wrong with doing this the first time around.
I have very limited time to play, so I just edited the save file to give me a bunch of mercer spheres because collecting them isn’t what I want to be doing in the game, it’s building a factory.
Play the game how you want, the fun police won’t stop you.
What is the purpose of the elevated liquid storage after the water extractors?
I’ve seen some different methods on how to achieve curves, do you have a tutorial for the one you use?
Do you have a mod to build the curves or just lots of blueprints?
Nice looking factory my dude!
I’m currently building mine (also for HMF) quite close to that spot.