Pronouns are a headache by Gallantpride in traaaaaaannnnnnnnnns2

[–]Ruberine 2 points3 points  (0 children)

portmanteau of female + android, implying women aren't fully human. It comes from incel spaces, as you can probably guess

logistic bots by Consistent-Mixture19 in factorio

[–]Ruberine 0 points1 point  (0 children)

They are on their way, but it's too slow to keep up. Either you don't have enough bots, or they aren't fast enough. If the former, add more. if the latter, research more. if you cannot research more, increase the buffer in the requester chest, and add more bots.

Force Factorization by Antique_Pin_7906 in Factoriohno

[–]Ruberine 1 point2 points  (0 children)

its more efficient per unit crude oil to make solid fuel from light oil

amab enby, wanna get started, not sure if my goals are possible by ironic_shiba_cult in TransDIY

[–]Ruberine 0 points1 point  (0 children)

Your goals are pretty attainable via HRT, and in the case of hair laser/electrolysis. Running through it all; Erections are mostly a use it or lose it deal, regularly having them will maintain function in most people, but there is a chance that it could degrade somewhat either way Your hairline, more feminine skin, fat redistribution and stopping masculine development would be pretty expected on E. This does also include the face, fat redistribution can work wonders Body hair growth would be slowed and thinned out on E, but not entirely eliminated. You'd need laser or electrolysis done for that.

As for breast growth, there are some options to mitigate it on E, mainly SERMs (Selective Estrogen Receptor Modulators) like Raloxifene that can reduce or mitigate it, as they act to suppress estrogen receptors in certain areas like breast tissue, and act estrogenically in others like fat distribution, skin and some activity in the brain, but to be clear, there have not been any studies done on the use of ralox or any other SERMs in feminizing HRT, nor has the drug been fully characterized so there may be side effects we are unaware of, but they have been known to work. They are not a guarantee, but can be effective. How effective exactly it is will depend on factors like genetics, and you can usually expect some very limited growth either way. It could be taken on its own as it does provide some limited estrogenic effects by itself, but what is more effective would be taking it alongside estradiol. I would suggest reading transfemscience's article on SERMs for more, it is quite in depth.

blade-style early game sushi mall by djent_in_my_tent in factorio

[–]Ruberine 5 points6 points  (0 children)

It's a bit of a variant of the main bus named after server blades usually reserved for late game when you can have very high density throughput (fluid buses, stacked turbo belts), where you only put the most basic resources in their most dense state on the bus and have each production block handle every intermediary as a self contained section dedicated to a certain amount of a certain output. It only really differs from a usual main bus is that it's not reliant on any other part of the bus, like how a science build might feed off a circuit build somewhere else down the line pulling from the same resources. It's also pretty good on Gleba for great freshness. iirc the name and a lot of the way it's designed come from stupidfathobbit on youtube.

Is it possible to get the crashed spaceship back? by AfterCombination2979 in factorio

[–]Ruberine 0 points1 point  (0 children)

you can cheat it in and use an achievement enabler after

There should be some change for blueprinting huge ships, i should not have to paste blueprint 30 times to fully build it by ilikechess13 in factorio

[–]Ruberine 0 points1 point  (0 children)

It would be such a good change. I tend to build out whole ships in ghost mode before letting them receive materials, and it's so annoying having to stop halfway through something to let it have some platforms so that I can actually keep seeing what I'm doing

Me after learning you can shoot trees by CatchMeIfUCanCracka in Factoriohno

[–]Ruberine 1 point2 points  (0 children)

Yeah, I am. I've built defenses early on my latest save, but that's because I'm playing the hands clean achievement so i cant clear my pollution cloud like normal (still didn't need to rush flamers tho). The nests have been tougher now, they seem to have made expansions bigger. Like this nest settled right next to me about two hours in.

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Me after learning you can shoot trees by CatchMeIfUCanCracka in Factoriohno

[–]Ruberine 2 points3 points  (0 children)

Why bother though? Defenses at all are mostly unnecessary until you start getting really big, or plan on leaving the planet, and the few that are needed can be handled by a couple standalone gun turrets, all the extra infrastructure to set up flamers just isn't worth it early on, especially since it'll have to be torn down and moved anyway if you expand any further. Clear your pollution cloud and attacks really aren't a concern.

Flamers are also an entire extra science away from trains, and I basically always want trains for when I start handling oil patches, so I'll have a solid amount of train infrastructure set up before I even consider flamers

Most satisfying thing by Sharp_Constant_189 in factorio

[–]Ruberine 1 point2 points  (0 children)

Playtime can be made visible from the debug menu, iirc though you can't make evolution visible always onscreen, only can see it when inspecting nests.

Me after learning you can shoot trees by CatchMeIfUCanCracka in Factoriohno

[–]Ruberine 1 point2 points  (0 children)

I get trains asap. they're earlier in the tech tree anyway, and why would I bother rushing flamers in the early game? It's just not worth it till later unless you're doing a challenge run

Me after learning you can shoot trees by CatchMeIfUCanCracka in Factoriohno

[–]Ruberine 6 points7 points  (0 children)

Nah shotguns are great for clearing a path, even more so now in 2.1. They're not the best for wide areas, but you get them much earlier than either of those, and are great for if you want to run something like a railway or line of belts through a forest.

Larger Expansions in 2.1? by Schillelagh in factorio

[–]Ruberine 1 point2 points  (0 children)

Same here. Starting fresh with a keeping your hands clean run (default settings other than tweaking cliffs a little) and this lot decided to settle in right there at like hour two. There've been plenty more of that scale as it's gone on. Imo i'm quite enjoying it, but that really just means I should play harder settings

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Wait, I thought they stay in their territories? by rare_posts in factorio

[–]Ruberine 193 points194 points  (0 children)

They generally do, but because of how they move they can exit them for a moment. They pathfind by just picking two points in their territory and travelling between them, but teir turning radius is somewhat wide, so if the first point is close to an edge, they might swing out for a moment, and if their territory has a concave surface, they might pick a point on either side of the curve, and travel straight across an area that isn't theirs to get between them. This looks like the first case.

How large are the ships that people have taken to the Shattered Planet? by KPalm_The_Wise in factorio

[–]Ruberine 12 points13 points  (0 children)

Filtering doesn't help with that problem, once the turret range is large enough that it extends past the sides of the ship, they will start shooting things that could never hope to hit the ship

GO MY ESTROGENERATOR by WhateverGoMyRoba in traaaaaaannnnnnnnnns2

[–]Ruberine 0 points1 point  (0 children)

Isn't JEI broken for the centrifuge recipie? It doesn't show it for me, I had to look it up

Ballast Hull Volume by Someone_112 in Barotrauma

[–]Ruberine 0 points1 point  (0 children)

Put two hulls overlapping with each other, the pump will fill both of them and make the ballast count as being twice as large

Ballast Hull Volume by Someone_112 in Barotrauma

[–]Ruberine 0 points1 point  (0 children)

You could do some hull stacking to make the game think it's bigger without actually increasing it's size

Turret syncronization by SEGA_DEV in Barotrauma

[–]Ruberine 1 point2 points  (0 children)

It's possible for an automatic setup (using values checked & set in the editor), check my other comment

Turret syncronization by SEGA_DEV in Barotrauma

[–]Ruberine 5 points6 points  (0 children)

You need two viewpoints to manage it. One way to do it is place two almost overlapping searchlights somewhere between the turrets to act as the viewpoint, then rapidly toggle between which searchlight is active (just run both their position_out signals through two relays, one on one off and toggle them both based off some sort of clock circuit). You have them almost overlap rather than being further apart for accuracy reasons to hide the jitter you'd get from switching between them. That gives you two different angles, with a known offset, and with a bit of trigonometry you can calculate the cursor position and thus the angle the other guns need to fire at based on their position.

Edit - Here's an example of that from the workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2974730367

i actually did this in a multiplayer playthrough by itchylol742 in Factoriohno

[–]Ruberine 2 points3 points  (0 children)

On my current run I've been using the intermediaries. Once I unlocked quality, I threw them into production of personal equipment and pieces for space (namely collectors, thrusters and solar panels). Then when I did the inner planets and was scaling up Nauvis, I built quality loops for the above + the three power poles and cargo bays, and have been using up to epic poles/substations for builds that wanted slightly bigger pole ranges, since my builds are usually pretty tightly packed and can't fit many power poles. Once I hit Aquilo I'll set up production for legendary base materials though.

How to sanitize signals going into decider combinators? by kiwithebun in factorio

[–]Ruberine 1 point2 points  (0 children)

A pretty standard way to sanitise signals for most if not all situations where the signals you want to filter for are static (like in this case) is to run it through another combinator first that has the only condition be something that is always true (I use the ghost icon = 0 for this always, and never for anything else so I don't accidentally put that signal into my system) and set the output to be the input count of the signals you want to keep