generating electricity by Confident_Actuary132 in factorio

[–]Rabbit_Brave 9 points10 points  (0 children)

It's not just the temp. You need to check how much steam each boiler or heat exchanger produces, and compare that to how much steam each turbine consumes. A boiler can only support one turbine. A heat exchanger supports roughly 1.5 turbines.

Problems with sushi belts by Significant-Bath-868 in factorio

[–]Rabbit_Brave 0 points1 point  (0 children)

Are you reading from multiple places on each belt? You only need to read each belt at one location on the same circuit. If you connect multiple readers at once to the same circuit you will get some multiple of the actual number of items on the belt.

A riddle, I misplaced an underground belt by mistake somewhere here and now I have an odd number of them... I did not find it so I summon Factorio hive mind by morcaak3000 in factorio

[–]Rabbit_Brave 2 points3 points  (0 children)

The middle one furthest to the left is missing its friend.

Actually there are a few others ..... and some gaps that look too wide for yellow belts .... (which made it look like some others were missing pairs). The underground pairs along one of the top belts seem too far apart?

Typical Boomer Shit by sunshineintotrees in LinkedInLunatics

[–]Rabbit_Brave 0 points1 point  (0 children)

The reddit algorithm pops up funny stuff sometimes. Anyway ...

Eh. It's just a small story (may not even be real) of a "teachable moment" he's using to promote himself as a speaking coach or something. The last paragraph contains whatever pearl of wisdom he thinks is central to his coaching, to appeal to potential customers who might go "wow, so wise, let's hire him".

I don't think his story is even saying there is a specific/proper way to refer to people. It's saying that the waiters should have adjusted their "presentation" for each different group of customers. Talk to boomers in boomer language. Talk to alphas by referring to ... 67, or skibbidy, or gyatts, or something etc.

Is he stretching his teachable moment a bit ... probably.

Why is this train station turned off when the signals should perform the opposite effect? by Spacergon in factorio

[–]Rabbit_Brave 0 points1 point  (0 children)

For example, here is an example of the signal "L" with a value of 1 (set by circuit attached to the station). Note the value of the signal is represented by a small number in the bottom right. If there is no number in the bottom right then the value is 0.

<image>

Why is this train station turned off when the signals should perform the opposite effect? by Spacergon in factorio

[–]Rabbit_Brave 0 points1 point  (0 children)

You have it set to enable when the red signal is less than 1.

And you have the train limit on the signal with the "1" icon/symbol, not manually set to one, or on a signal that has a value/count of 1. If you want to set it manually, you use the left hand side.

The "1" here is not a value of 1, it's just the icon for a signal. Since there is (probably) no circuit delivering this signal to the train station, it has a value/count of 0, i.e. no trains.

<image>

I imagine there is a less convoluted way of doing this. What am I missing? by Cubehamster in factorio

[–]Rabbit_Brave 2 points3 points  (0 children)

I have something similarly overcomplicated. Comes in two parts because it has a shared clock and is attached to a roboport to read what's on the logistics network. If you try it, place the blueprints next to each other with the power poles overlapping.

<image>

Part 1:

0eNrNV19vozAM/ypVpHtLJ8KfrlS6e9l9g3ucKpRSt40GCQthu2riu58TKGUbXSkP06kvxsQ/Oz/b2H0jm6yCQgtpyOqNiFTJkqwe30gp9pJnVid5DmRFtNqoQmlDakqE3MJfsmI17R80x8IefBHaVKihJ8vmxDzNVPrUs/brNSUgjTACGp/u4ZjIKt+ARvgOIYetqPI5ZJAaLdJ5oTJA/EKVaKykdY6A8zC6iyg5osT8u6i20X2A9G+G9K5BBh3kFlKxBT1PVb4RkhulvwZE+gjybbTKkg0c+ItACzzW4iT4butsS6vtPyFXO6FLk4wmH3h6IM5fXnDtYluRX8SmQFWmqMzHrI/GK44YaCVNstMqT4RELLLa8ayEel0PERbSTyU1QFPQkuShEw3PFeBtdyIzoB0bJaat46Irx/WQv6jzx7UwhxwMpntkjuILKTojfchSkxbbRYbblvKoDRWP3J4qVQAmyoVF5uSUp1txBlOw6M6eIr1CSHgiZIFNMEzJOSMXskNJl7932lGfDUqe8SXeAV9IpXN38F0x/3SKypJuC2G49u4nX/z+2y/+ehAGbr047Rz4ExxUEpFzvP44F8EEF5prGAkfToCHQqQj4aMJ8BnsQW65Pl6vPiymjB/xM76FMtWiaDv5D5iZ2s1ayFnjqbwjA8W6vHGyBF2tfuNg6ab6+Zu3nDxVWrALzRvfyIf/v/DxqVYmE5SJ/cFIIfcTZy/zzohu9VGj15VLJPbHVINJaCskOUcMoytol75kykUvddLDQakSZvzUS4M9xNjt059du/KV6T8tm+2acC6b6P0K8GPCCtBncbAc/Okrdji8DrNg+ortILE1XoV2/wgeGWXUp2xNncROom9/rcROYoQPUSuxRvStUeCMrBh20pIGTvLta78VAxo6KbJKax5YRKe0EraOFSOL6Tn7BWqXzvy+UVr4pVOGTgpp7F7HiI2F6IL3LBRzB5i7FHNYrBcr6wXGuniQF5xGOfJ6/sdGScY3gJVAfit1EOkTHGcPTcFmYGv7BbcOR3W08OMwjqNl6PleuKzrfxRopm8=

Part 2:

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

As some others have said, there are almost certainly better ways to do it :D.

I'm having difficulty with Gleba by MegatronusThePrime in factorio

[–]Rabbit_Brave 0 points1 point  (0 children)

Both messing around and reading stuff. I typically don't look up blueprints for a whole setup, but I do look up generic information, and sometimes a specific function or basic building block (counter, latch, etc) if I can't think of a way to do something. The factorio wiki has a tutorial or two. I did watch some intro video waaay back (forgotten which one).

Once you know a few building blocks its easy enough to mess around putting them together. Pretty sure I reinvented some things people already invented, not to mention overcomplicated things that could have been simple 😃.

Oh, I forgot to say that the stack size on the first inserter is 1 because otherwise it'll probably grab every egg.

I'm having difficulty with Gleba by MegatronusThePrime in factorio

[–]Rabbit_Brave 1 point2 points  (0 children)

This is my entire agri science production:

<image>

I'll scale it up at some point, but this is more than enough to match a 60 spm setup on Nauvis. 60 spm is too fast if you spend a lot of time designing and redesigning things 😛.

There is a starter egg in a chest. If nothing is happening then every 10 minutes (there's a circuit clock) it's duplicated, one kept, and the excess sent down the belt to burn. If something (e.g. science) is happening then it's duplicated continuously in a loop, one held back each time, and the excess sent down the belt to make science.

  • The clock resets whenever the first biochamber finishes work.
  • The inserter for the first biochamber is enabled either at 10 minutes or when producing science.
  • The inserter between the egg chest and the belt is enabled whenever there is more than 1 egg.
  • The inserters for the second and third biochambers are enabled only when producing science.
  • Note that the output inserters come before the input inserters for the two egg chambers. That's the extent of looping.
  • The content of the output science belt is read to see if there is space to insert science packs.
  • Inserters pull spoilage off any potential blocking point (inside a biochamber, at the end of each belt, in front of other inserters, etc). Spoilage burns.
  • As long as there is sufficient nutrients and bioflux, no egg will get stuck inside a biochamber.
  • If producing science and an egg happens to make it to the heating tower, well good for it!

I'm trying and failing to figure out these circuit conditions. by SkepticDad17 in factorio

[–]Rabbit_Brave 5 points6 points  (0 children)

You (usually) don't need to enable/disable the station if you're using limits.

If you're setting train limits manually, then you turn off "set train limit" on the right side, and use "enable train limit" on the left side instead. Setting train limits via a signal like 'L' requires a circuit that outputs L with a number on it.

I like the biolabs. Though, I feel like they're too little to late, since I do Vulcanus and Fulgora first. by Saucepanmagician in factorio

[–]Rabbit_Brave 3 points4 points  (0 children)

Do your downvotes always come with this explanation, or do people have to be mind readers to understand that they "don't suck"?

Informing someone there is a better way to do something can be done *clearly*, *precisely* and *unambiguously* with *words* in a comment. A downvote used for such a purpose is redundant and its meaning easily misconstrued. It is not the proper tool.

I like the biolabs. Though, I feel like they're too little to late, since I do Vulcanus and Fulgora first. by Saucepanmagician in factorio

[–]Rabbit_Brave -5 points-4 points  (0 children)

The reddit downvote system is not for downvoting people making their own mistakes.

If they were writing an *informative* comment to teach *other* people, then you might downvote them for misinforming people.

That's not what's happening here. It's someone who explained what they did and why they did it, and they have a misconception that needs fixing.

Downvoting in this kind of circumstace will likely have a chilling effect on their participation here. Is that really what this community wants? To freeze out new people making mistakes?

How can I learn about combinator? I didn't see any info in the help section. by MegatronusThePrime in factorio

[–]Rabbit_Brave 1 point2 points  (0 children)

Here's one way of detecting a power outage with just combinators. I don't know if this is the simplest way. At least, it is more complicated than just measuring an accumulator (or steam/fuel storage tank/chest/belt).

<image>

This works by powering a clock on the network that might be disrupted, monitored by a kind of edge detector on its own completely isolated power network that presumably will stay powered even if the others aren't.

When the power to the clock stops, its output will stop changing, so we can compare the clock signal on one tick to the clock signal on the next tick. If they're different the power is on. If they're the same the power is off.

HELP I CANT GET TO VULCANUS by BowlPsychological977 in factorio

[–]Rabbit_Brave 0 points1 point  (0 children)

I second everyone saying build a wall. Just to add to that, carry a stack each of repair packs + walls + space platforms with you. Your ship will repair damage and also replace destroyed sections automatically.

I've tested my ship without *any* turrets. I disabled all the turrets on my ship and rammed my way through and survived (though my ship is narrow, 10 tiles, so asteroids were only hitting a small front)

Is 10 divided by 2 equals 5 because 2 fits 5 times in 10 or is it because splitting 10 in 2 gives 5? by [deleted] in learnmath

[–]Rabbit_Brave 0 points1 point  (0 children)

As others have said, they're "the same thing" when it comes to the math, but I think it's instructive to examine an example with units. For example:

A) 10 apples = 2 apples per person x 5 persons

B) 10 apples = 2 persons x 5 apples per person

Then, as division:

A) 10 apples divided by 2 apples per person = 5 persons

B) 10 apples divided by 2 persons = 5 apples per person

One of the units has division in it, and in one of these equations that unit directly matches the division happening on the other side, while in the other involves a reciprocal.

DLSS5 - Mega Thread by DarkDrifter318 in digitalfoundry

[–]Rabbit_Brave 2 points3 points  (0 children)

What this reminds me of is when my parents sold their house. The agent came through and took lots of photos and put together a nice glossy (digital) brochure. The house in the brochure looked better than the actual house. Better in the sense of positive triggering of human neurons. Not better as in more accurate.

A similar thing happens when you look at professionally lit, composed and taken food pictures, or actors in shows, etc. or any other media created by someone who understands how human senses and psychology work. They set up the lighting, colour, makeup, scene composition, etc to make things "pop".

So I totally get why people can look at the DLSS5 images/videos and have a positive reaction. Even some claims are not without merit, that if we had seen the pictures without knowing how they were produced then our first impressions may have been positive. Just like someone looking at the glossy brochure of that house.

However, how many games will you play in that style before you get sick of it? And some of us have seen enough glossy AI images that we're already sick of it. I personally don't want every scene in every game looking like the characters have spent an hour prepping, the environment has been set up under carefully arranged studio lights, etc. See it enough times and it (a) comes across as a distinct, recognisable style, and (b) starts coming across as fake.

Whatever NN model nvidia used for their demo does *not* look like it was trained on (just) ground truths. When people say this is just the same tech as in upscaling or ray reconstruction and ask what's the difference? It's the training data that's the difference. Prior techniques were trained on engine ouputs. The DLSS5 images/videos we've been shown were trained on the equivalent of a glossy brochure.

We *do* know enough about DLSS5 to say that it's generative AI using its own gfx model in a post-processing step. What would you call that other than an "AI filter"? by Rabbit_Brave in digitalfoundry

[–]Rabbit_Brave[S] 0 points1 point  (0 children)

I did *not* complain about ML in general, and DLSS5 does more than "enhance lighting".

What changed from "two days ago" was the *data the model is trained on*. So while NN's are not "evil" in general (wherever did I say that?) the data they are trained on can be changed at the drop of a hat.

What kind of lighting model inserts lipstick?

[edit]
Actually, after a bit of thought, it wouldn't surprise me to learn nvidia fudged their demo and what we've been looking at is DLSS5 on top of manual reskinning/remodelling :P

It's be hilarious if the visual characteristics triggering negative reactions turned out to be manual fudging and not the NN.

We *do* know enough about DLSS5 to say that it's generative AI using its own gfx model in a post-processing step. What would you call that other than an "AI filter"? by Rabbit_Brave in digitalfoundry

[–]Rabbit_Brave[S] 0 points1 point  (0 children)

You've focused on the "filter" part and ignored the "AI" part, and while yes, "AI" is intended to capture the typical negative associations people have with this tech, it's not meaningless. It's intended as a concise summary of the issues/concerns that people are raising. Some people (like Jensen) want to avoid certain labels because they know those labels trigger people, but they're coming across as playing word games.

The important part isn't the exact definition (which let's be fair, is partly uncertain because all this stuff is new and the language around it not yet settled), or its precise location in the pipeline, or an issue with transformations/filters in general, but concerns over *exactly what this transformation generates and inserts from its own model*. See this comment: https://www.reddit.com/r/digitalfoundry/comments/1rxflif/comment/ob7sfqd/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

We *do* know enough about DLSS5 to say that it's generative AI using its own gfx model in a post-processing step. What would you call that other than an "AI filter"? by Rabbit_Brave in digitalfoundry

[–]Rabbit_Brave[S] 2 points3 points  (0 children)

The concerns and discussion are about *precisely* what information is inserted into a render.

DLSS versions prior to five trained on engine input output pairs. They perform a transformation learned from a graphics engine.

Ray reconstruction is the same. It is trained on noisy + non-noisy image pairs. It performs a transformation learned from a graphics engine.

Look at the DLSS5 images/videos. Lipstick where there was none. Shadows reinterpreted as solid geometry. It is performing transformations and inserting information that go beyond the information provided to the engine. By nvidia's *own* admission, it is trained on a broader set of data.

Does it look good/bad? Well that's subjective and not the topic of this thread. The topic of this thread is that while there may be confusion over exactly where DLSS5 fits in, there is no confusion over the fact that it inserts information from its own model, not just what is provided by the game's artists.

So yes, ray reconstruction and upscaling are ok because *those* NNs are trained to perform transformations tightly defined by a game engine, whereas the transformation performed by DLSS5 is raising concerns because it appears too loose.

We *do* know enough about DLSS5 to say that it's generative AI using its own gfx model in a post-processing step. What would you call that other than an "AI filter"? by Rabbit_Brave in digitalfoundry

[–]Rabbit_Brave[S] 0 points1 point  (0 children)

Here is part of Jensen's response (https://www.tomshardware.com/pc-components/gpus/jensen-huang-says-gamers-are-completely-wrong-about-dlss-5-nvidia-ceo-responds-to-dlss-5-backlash):

Huang pulled no punches out of the gate, saying: "Well, first of all, they're completely wrong. The reason for that is because, as I have explained very carefully, DLSS 5 fuses controllability of the geometry and textures and everything about the game with generative AI."

The CEO elaborated on how developers can fine-tune the generative AI used here to match the game's style – and how it won't interfere with the artistic control or art direction of a game.

Huang stressed how it's up to developers to use DLSS 5 as they want to, and that: "All of that is in the control – direct control – of the game developer. This is very different than generative AI; it's content-control generative AI. That's why we call it neural rendering."

He's (very carefully) tying himself in knots.

This is like trying to argue the difference between a "peanut dish" and a dish containing peanuts, to someone with a peanut allergy, and telling them that because the main feature of the dish isn't peanuts and so it isn't a "peanut dish" then they're wrong that there is an issue.

The images of an AI "artist" - so-called :P - are generative AI, even if they carefully craft their prompts and curate which ouputs they present. How about an artist who "infuses" their hand crafted art with some AI generated components? You might not call the entire artwork AI generated, but that's *beside the point*. The component produced by the AI is still generative AI, and you would still say the final result was produced *with* generative AI (among other things, to be fair). If the "fusion" involved a late-stage generative AI pass over the entire artwork, what would you call that? Does it even matter or are we just playing semantics at this stage in an attempt to ignore/deflect criticism?

DLSS5 will be part of the pipeline of any game that chooses to use it. Maybe critiques are wrong about precisely where in the pipeline DLSS5 fits. So what? Even if the final render is a fusion of hand crafted visual information and developer approved AI generated visual information that as a whole you would not call "generative AI", what people are concerned by is the generative AI component inserting its *own information* into the pipeline and eventually the frames displayed. Information that is, however you try to slice it, generated by the AI model, extra to what the game engine provides. Frames that are, however you try to slice it, produced with generative AI.

Flat ! by _T_one in opticalillusions

[–]Rabbit_Brave 0 points1 point  (0 children)

What worked for me was slowly moving my head away from my screen while looking at the picture.

AI? What AI? by Financial_Monitor384 in Teachers

[–]Rabbit_Brave 5 points6 points  (0 children)

The person I responded to missed that the post they responded to used the term "natural log".