• Rimworld: Halogen-1 5501

    Starting a new RimWorld colony in 1.0 with a world seed of “Halogen” and lots and lots of mods. I’m also a builder and a coward, so a lot of the mod settings make everything easier at the start. The colony of Halogen-1 will be founded in the Boreal Forest...


  • WoW: Blood Death Knight (DK) Key Bindings 8.2

    One of the hard bits about leveling up is figuring out where all your spells will be at maximimum level. That’s important so that your muscle-memory is in place when dungeons/raids make it hard. These are the key-bindings that I’ve come up with over the past few months. Table of...


  • WoW: Holy priest leveling in 8.1

    Leveling up a holy priest from scratch in World of Warcraft 8.1. I have one up around level 100, but I don’t remember how it all fits together enough to play at that level. One of the hard bits about leveling up is figuring out where all your spells will...


  • MB&W: Freya II

    Freya II Female Thief Street Urchin Game Poacher Lust for Money and Power Lusty Lords Lords who profess their ardent admiration when they meet me: Harish Reichsin Matheas Tribidan Uqais Hugu Falsevor Surdun Klargus Dundush Rudin Alagur Montewar Logarson Despin Some of these are married! Year 1257 March to August...


  • MB&W: Freya I

    Freya I Female Thief Street Urchin Game Poacher Lust for Money and Power Lusty Lords Lords who profess their ardent admiration when they meet me: Ghulassen Reichsin Delinard Year 1257 March to July Running around looking for companions, armor, horses, and weapons. Introducing myself to the various lords. August I...


  • MB&W: Tundra Bandit Lair Locations

    Mount & Blade: Warband - Tundra Bandit Lair Locations


  • MB&W: Sea Raider Landing Locations

    Mount & Blade: Warband - Sea Raider Landing Locations The sea raider hideouts are generally the easiest to find because they are always along the northern coast of Calradia. I have seen them as far east as Rivacheg and a bit west of Ruvar.


  • MB&W: Mountain Bandit Hideout Locations

    Mount & Blade: Warband - Mountain Bandit Hideout Locations The hideouts for mountain bandits is often in the upper valley between Veluca and Dirigsene. But it can also be on the other side of the mountain ridge, north of Dirigsene.


  • MB&W: Forest Bandit Camp Locations

    Mount & Blade: Warband - Forest Bandit Camp Locations Locations for forest bandits is generally in the two forest patches around Ibiran.


  • MB&W: Desert Bandit Lair Locations

    Mount & Blade: Warband - Desert Bandit Lair Locations The lair for desert bandits is usually between Durquba and Ahmerrad.


  • MB&W: Steppe Bandit Lair Locations

    Mount & Blade: Warband - Steppe Bandit Lair Locations Usually found around Dashbigha. Also found near Dirigh Aban and Tulbuk.


  • MB&W: Robert I

    Back to playing a bit of Mount & Blade: Warband which is a good RPG sandbox where you lead a party of heroes and soldiers to do whatever you want. Carve out a kingdom? Swear fealty to a king and help them take over the lands? Be a mercenary for...


  • Rimworld: The lost colony of Purdom IV

    Restarting with a new colony now that Rimworld 1.0 is released and things should be stable for a long time. I’m playing a heavily modded game, with semi-vanilla balance, but taking the rough edges off some things and adding some other things. This will be the fourth attempt at the...


  • Rimworld: The lost colony of Purdom III

    Seed: “dog avenger” Coverage: 100% (with average rain/temp) Storyteller: Phoebe (2x mod), base builder (ramped up later) Faction names tend to differ across world generation (possibly based on some of the mods I have installed), but the world itself is identical in placement of rivers, mountains, biomes. Initial tribe members:...


  • Rimworld: The lost colony of Purdom II

    Now that RimWorld beta 19 is officially out, I’ve switched from playing unstable to the stable branch. While the beta 19 is very good, even without any mods, I wanted to switch over to using some mods that I pinned during the last month. I really like tribal starts with...


  • Rimworld: The lost colony of Olani

    Seed: “red green” Coverage: 100% (with average rain/temp) Storyteller: Phoebe (2x mod), base builder Faction names tend to differ across world generation (possibly based on some of the mods I have installed), but the world itself is identical in placement of rivers, mountains, biomes. Initial tribe members: Rasen (M, 21):...


  • Rimworld: The lost colony of Purdom

    Now that RimWorld beta 19 is officially out, I’ve switched from playing unstable to the stable branch. While the beta 19 is very good, even without any mods, I wanted to switch over to using some mods that I pinned during the last month. I really like tribal starts with...


  • Diplomacy module on Mount & Blade: Warband for Linux

    This is a copy of what I wrote up on the TaleWorlds forum today. It covers how to install the Diplomacy mod for Mount & Blade: Warband on Linux. The install steps should, I think, work for other module installs on Linux. You should be able to download Diplomacy 4.3...


  • More MKS Mining Math

    Some quick math for the stock ore mining drills plus the 2.5m Material Processing Unit (MPU) from USI/MKS. The numbers that can get on-site after starting extraction are: Ore concentration is 11.36% ‘Drill-O-Matic’ Mining Excavator pulls 0.170441 ore/sec Three drills drives a 2.5m MPU creating LFO (LiquidFuel + Oxidizer) at...


  • KSP17G: Career Re-Re-Re-Start

    Things really got whacked out in my previous career save. I’ve gone back and simplified my install, killed off any add-ons that were throwing exceptions, and re-installed some things. The Scrapyard add-on is one of those that got the boot, it causes too much lag in the VAB/SPH editors after...


  • KSP 1.3.1: First kerbal footprints on the Mun

    Y18-D295 - A crew of 7 kerbals is leaving Kerbin to travel to the Mun and plant the first flag in the Midlands. Robotic rovers and surface harvesters have paved the way, the transfer vehicle is in orbit, the lander is orbiting around the Mun, and ‘Bravo’ station is prepared....


  • KSP 1.3.1: Career Expansion of Alpha Station

    The first expansion for ‘Alpha’ station around Kerbin is in orbit. This adds power, recycling and more food production and paves the way for installing Station Science modules onto the expansion nodes. I’l have to have an engineer EVA and destroy the cupola that is sitting on the 2.5m construction...


  • KSP 1.3.1: Career Screenshots from year 17

    Just a few screenshots from year 17. The lighting on this was just about perfect for a stock atmosphere / stock graphics besides RealPlume. Two-drill surface harvester heading to the Mun to pull up RareMetals and ExoticMinerals. It is using the 3.75m square Kontainer. This is the Bluedog Design Bureau...


  • KSP 1.3.1: Lynx Disassembly Rover

    Year 16 - Launching a Lynx rover, kitted out to be used for disassembly of the excess mining vessels at the Mun’s Midlands biome mining site. During the development phase, a bunch of different designs were tried out and most of the attempts were either partial failures or need to...


  • KSP 1.3.1: Career Crew Rotation for Alpha Station

    Year 15 day 396, time to rotate out the crew of station ‘Alpha’ around Kerbin. Bill is going up in a 2-kerbal CRV for an extended stay, to be followed by X and Y in a second launch and then Bob and Jendos will be coming home. Bob and Jendos...


  • KSP 1.3.1: MKS Mining Math

    I do a lot of automated miners when using the USI MKS add-on which harvest (and convert) resources found in a biome and push them into Planetary Storage (USI logistics concept). This means that you have to pay attention to how KSP handles “catch-up” mechanics in order to get good...


  • KSP 1.3.1: Career First Station (year 12)

    The station core has been launched in year 12. It went up as a single package, complete with lots of LF/Ox, MonoPropellant, USI-LS Supplies/Mulch/Fertilizer, and some other miscellaneous MKS storage. The station core is an expensive piece of over-powered gear (for its size, the mass/cost are mostly balanced). It’s a...


  • KSP 1.3.1: Career First Flight

    The first kerbal flight is in the middle of year 6. The plan is to launch two capsules, perform EVAs, have the four veterans rendezvous, and then land in the north arctic regions. Some Lynx ground support vehicles have been positioned up there already. These rockets are designed as automated...


  • KSP 1.3.1: Easier Rover Controls

    One of the more annoying things in KSP is trying to control rovers on the surface of a low-gravity planet. By default, the ‘W’ and ‘S’ keys will pitch the rover forward and back at the same time you are accelerating / reversing. This can easily lead to tip-overs on...


  • KSP 1.3.1: SYB17D Career Start

    I think I have things sorted out enough to start a longer career game. See the previous post for the difficulty / game settings. I also use my personal re-balance mod called Stock Antenna Balance which is designed to increase power requirements and re-balances the various antennas. There are some...


  • KSP 1.3.1: SYB17D Career Settings

    Difficulty Settings KSP KRASH Kolonization Research Bodies Notes: Research plan start cost works well at 30k to 40k. Research “step cost” should be kept in the 20-40k range. It takes ten steps to research each planet or moon. Science reward for bodies is 50 points by default, but 100 points...


  • KSP 1.3.1: Favorite Mods

    Mods installed Additional_Progression_Contracts-1.1.1.zip Bluedog_Design_Bureau-v1.3.1.zip BonVoyage-0.13.2.1.zip CCK_2.0.2.zip Community_Tech_Tree-3.2.1.zip ContractConfigurator_1.23.3.zip ContractPack-FieldResearch_1.2.1.zip ContractPack-Tourism_1.5.2.zip Contract_Pack_Unmanned_Contracts-0.3.27.zip Contracts_Window-8.1.zip CrowdSourcedScience-4.1.0.zip CRP_0.8.0.0.zip Custom_Asteroids-v1.5.0.zip CustomBarnKit-1.1.16.0.zip DistantObject_1.9.1.zip DMagic_Orbital_Science-1.3.10.zip Docking_Port_Alignment_Indicator-6.7.0.zip EasyVesselSwitch_v1.5.zip ExpPack_0.9.0.0.zip Feline_Utility_Rovers-1.0.4.zip Final_Frontier-1.3.6-3189.zip FShangarExtender-3.5.2.zip FTT_0.8.0.0.zip Fuel_Tanks_Plus-1.12.1.zip HaystackContinued-0.5.2.1-131.zip HaystackContinued-0.5.2.1.zip Heat_Control-0.4.4.zip HullcamVDS_Continued-0.1.8.zip JX2Antenna-2.0.2.zip KAS_v0.6.3.zip Kerbal_Alarm_Clock-3.8.5.0.zip KerbalConstructionTime-131-Oct2017.zip Kerbal_Planetary_Base_Systems-1.5.7.zip KerbinSpaceStation3.7.0.1.zip KIS_v1.7.zip Knes 0.1.zip Konstruction_0.3.0.0.zip Kopernicus-1.3.1-2.zip KRASH_-_Kerbal_Ramification_Artifical_Simulation_Hub_simulation_mod_for_KSP-0.5.25.1.zip KSP-AVC-1.1.6.2.zip KSPWheel-0.10.5.21.zip Lithobrake_Exploration_Technologies-0.4.zip Malemute_0.4.0.0.zip MandatoryRCSPartPack_v1.0_KSP1.3.1.zip MechJeb2-2.6.1.0-748.zip MiniAVC-1.0.3.3.zip MKS_0.53.0.0.zip...


  • KSP 1.3.1: Ship Naming Chart

    One of the things I like to do in my KSP career saves is to give each ship that gets launched an unique serial number. The format is “XXX-YYDD” where: XXX is the vessel type / purpose / size YY is a 2-letter code indicating the launch year DD is...


  • KSP 1.3.1: Kerbal Space Program 1.3.1

    During the period of March-October, I tend to get really busy with work. Which is why I stepped away from KSP for a while. Plus I was waiting on the 1.3 release, and for at least one bug-fix release after that (i.e. 1.3.1). Because I was having issues with my...


  • DF 0.43: Teyo Asada (460-462) Dumaterith

    Spring 460 Another vile force of darkness. This one spawned outside the western gate on the western piece of land instead of the south piece of land. Only 12 goblins so far have shown up. Eighty-plus dwarves against 12 goblins. Deaths: Eshtan Lorbamom, went out without a weapon and only...


  • DF 0.43: Teyo Asada (456-459) Dumaterith

    Spring 456 Lokum Muthkatedan (wife of Melbil Bomrekuvel) has given birth to a boy, Cog Onelerush. Somewhere lies the body of Stodir Tabarmosus. Stodir shows as dead in the unit list, but I cannot find a body anywhere. Not even in the dfHack enhanced stocks list. Well, I’ve order a...


  • DF 0.43: Teyo Asada (454-455) Dumaterith

    Spring 454 With fifty-nine dwarves (and only three children), we’re catching up with hauling tasks and starting to create glass works and lavish meals in bulk. The elves still fail to bring me another grizzly bear. I’m going to trade them excess food next spring in hopes that they will...


  • DF 0.43: Teyo Asada (450-453) Dumaterith

    Summer 450 While still at 18 dwarves, it is time to take stock of the fortress population and start thinking about ranged and melee militias. And other military matters. Mountainous Funerals (Royal Guard, War Hammers) The Royal Guard uniform is full steel, plus steel weapon, wooden shield, and silk under/over...


  • DF 0.43: Teyo Asada (435-449) Dumaterith Embark

    Embark (Autumn 435) Going to embark at a new location, east of Uzol Og, still in the Plain of Blood. This will be a 3x3 embark along two streams called, “The Permanency-Rot of Masters”. I’m embarking in an area with “extreme” cliffs (20+), but the very southeast corner is flat....


  • DF 0.43: Teyo Asada (431-435) Logemsamam

    Spring 431 As you can see, I have a few war-trained grizzly bears and dogs to welcome visitors to Logemsamam. There are also two birds in nest boxes behind the glass wall above along with a hunting-trained grizzly bear to keep watch. Supposedly, the hunting-trained animals can see farther. Summer...


  • DF 0.43: Teyo Asada (430) Logemsamam

    Spring 430 First birth of the new decade is by Amost Morullolok (husband: Mezbuth Rithneth), a daughter named Kumil Degonul. The elven diplomat is Enina Inirenisa. Summer 430 A were-panda rampaged through the entrance area, killing off six war grizzlies and a bunch of war dogs. It took forever to...


  • DF 0.43: Militia and Guard Uniforms

    Royal Guard Uniform The “Royal Guard” squad has been promoted to all steel and silk armor. Naturally, this makes them a bit slow at moving around. Here’s the uniform: (19u) steel mail shirts (16u) steel breastplates (3u) 3x silk cloaks (7u) steel helms (<1u) 3x silk hoods (1u) silk trousers...


  • DF 0.43: Teyo Asada (427-429) Logemsamam

    Spring 427 The first migrants in over ten years have arrived after we sent word to the mountainhomes that we were accepting applicants. Dastot Logemkoman (M, age 95), left his lover, Ilral Kolangen behind Aban Muzishmeng (M, age 76), migrated with his wife, Tosid Onol Odasen (M, age 112), migrated...


  • DF 0.43: Teyo Asada (423-426) Logemsamam

    Winter 423 Another two or three years to complete the outer wall and gates. Then I can position guard animals and consider opening up for migration. The grizzly bears have done very well at breeding and it’s time to start war training them. Population: 16 Lokum Muthkatedan, female b353 (age...


  • DF 0.43: Teyo Asada (413-422) Logemsamam Embark

    Embark (Autumn 413) Going to embark at a new location, east of Uzol Og, still in the Plain of Blood. Going downstream to try and find a different set of metals by straddling two biomes. This will be a tiny 2x2 embark along a stream called, “Th Prmnncy-Rt of Mst”...


  • DF 0.43: Teyo Asada (413) Uzol Og

    Spring 413 Once again, the elves fail to bring me a grizzly bear. Meanwhile, I’m learning that having a king means lots and lots of demands. Two migrants arrived: Stakud Nobalrigoth Oddom Zonam (relative of Tirist, see below) Both are refugees from Paintedname. Legends Because one of our dwarves inherited...


  • DF 0.43: Teyo Asada (411-412) Uzol Og

    Spring 411 Nil Votokfeb has been drafted to replace the deceased Tholtig Atheldaka. Nil already has level 4 armor skills and has the highest armor skill of anyone in the fortress. The only caravan that I’m really interested in this year is the elves, if they bring a male grizzly...


  • DF 0.43: Teyo Asada (408-410) Uzol Og

    Autumn 408 Thirty adults and five children in the fortress. Let’s take a look and find all of our married couples: Onget Asumer (M) / Sakzul Tathtatzaneg (F) Tun Uznil (M) / Ilral Kekimber (F) Onol Odasen (M) / Led Shembomrek (F) Edem Abirfikod (M) / Aban Sedurushat (F) Oddom...


  • DF 0.43: Teyo Asada (405-408) Uzol Og

    Summer 405 The perimeter walls are starting to take shape. I like to put a 3-tile wide paved road around the outside of the perimeter wall to keep trees from growing up and providing a way over the wall. You could also do a 5-tile wide perimeter road if you...


  • DF 0.43: Teyo Asada (400-405) Uzol Og

    Spring 400 Mostly ignoring the caravans this year as I focus on building out the sun-well. The refuse pile, butcher shop and assorted industries are now in place. The leather and cloth workshops are also up and running and making things on a JIT basis. I keep toggling the butcher...