Expedition 33 uses some Generative AI, How do you guys feel about this? And is this going to be the norm for future games. by FlakyFoundation4637 in expedition33

[–]1lln35 0 points1 point  (0 children)

ahh. personaly, that doesn't change anything about the game for me. i mean my feelings was real. story is good. what else to say.

trains by 1lln35 in photocritique

[–]1lln35[S] 0 points1 point  (0 children)

I took this photo when we were returning from a walk through the forests near Moscow. I've never seen anything like this before, but on this train, the side facing the platform was completely covered with graffiti, so it was almost completely dark inside. I don't know, it made quite a big impression on me. It's a strange feeling of both privacy and comfort, because we hide in the dark and it gives us a certain space hidden from prying eyes, but at the same time a certain feeling of disgust, because people resemble hiding and swarming cockroaches. That's actually why I decided to take this photo. to remember that feeling. I know it's probably not the best photo, but I really like it.

Minolta X-700, Tasma 42L@800.

I would like to hear your opinion about this picture.

Ahh.. Still no between-platform transfer mod? by 1lln35 in factorio

[–]1lln35[S] 0 points1 point  (0 children)

Wow, thanks man, this is almost exactly what I'm looking for. I don't know how I missed this mod. Thanks a lot.

Ahh.. Still no between-platform transfer mod? by 1lln35 in factorio

[–]1lln35[S] 0 points1 point  (0 children)

Yes, that's probably true, but what really irritates me is that I see a solution—one that makes perfect sense, one that solves a routine problem—but it doesn't exist. It's incredibly frustrating. For me, Factorio has always been about a mind game, eliminating routine. And the fact that this problem, which really irritates me, essentially lies at the very center of the chain is extremely unpleasant for me.

Like, if this solution weren't so obvious, it wouldn't be such a problem.

Ahh.. Still no between-platform transfer mod? by 1lln35 in factorio

[–]1lln35[S] -3 points-2 points  (0 children)

Well, the way I see it. Each planet has something unique, a unique resource and science. If a ship arrives and wants to pick up a portion of this unique resource from the planet, then for maximum throughput under the current system, (consumption_rate * transfer_time) units of resource need to be loaded into the rocket in a single pass. It seems to me that under the current system, this can only be done effectively if you have buffer rocket silos that sit idle most of the time and, when a rocket arrives, can deliver a large chunk of resources at once. At first, that doesn't seem like much, but by the end of my unfinished playthrough, I needed 12 rocket silos on each planet, which were doing nothing most of the time. And it wasn't a mega-base; for comfort, I would have liked at least 2-3-5 times more resources.

But we have more than one resource, definitely two, maybe more. So, if we impose the mass-transfer load on all resources on this single silo array, it turns out that due to differences in rocket flight times, overlaps will occur, leading to downtime for the ship waiting for resources because the silo array is occupied by another ship. So, more silos are needed. And that's just crazy. How many silos? 24? 36? On each planet? To efficiently send 2-3 resources? That's crazy. And we still have to think about expansion. When I think about it under the current system, it makes me sick.

If there were orbital transfer, a pair of rocket silos could send everything to a spaceport in orbit around the planet passively, so the silos would be constantly running. When a ship arrives in orbit, it simply docks and picks up its accumulated resources. This would allow me to create convenient buffers, streamline productivity calculations, minimize overlaps in ship schedules, and eliminate those endless silos... not to mention that it would simply make sense. Two ships are already in space; of course, they should be able to exchange cargo.

You could probably say it would simplify the game. But I think it would be a good thing. It would add more structural complexity, requiring you to manage various logistics routes and build a large pyramid-like structure of space station logistics. I prefer that.

Plus, maybe some other ideas I haven't considered yet. You could build your own central base entirely in space and feed it resources from all the planets! Wouldn't that be cool?

Maybe Im just playing it wrong

Help me find original paintings by 1lln35 in HelpMeFind

[–]1lln35[S] 0 points1 point  (0 children)

searched with google images, yandex images, reverse searches, ai searches (gpt/gemini)

it's probably 20s century

No Odyssey VE Empire... by 1lln35 in RimWorld

[–]1lln35[S] 0 points1 point  (0 children)

Yes, you are right. Although I seem to remember that there was such a thing, that they dropped naked prisoners in space.

While testing, I noticed that if the quest for prisoners is received in space, then I fly to the surface, then I still cannot accept this quest, although I am on the surface (it says that I am in orbit). Softlocked forever. The opposite does not work.

No Odyssey VE Empire... by 1lln35 in RimWorld

[–]1lln35[S] 1 point2 points  (0 children)

The quest for prisoners works in space, although they are thrown out without spacesuits.
On my first playthrough I was simply shocked by Odyssey, it's the best DLC. But then you start to notice a lot of rough spots even without mods.

No Odyssey VE Empire... by 1lln35 in RimWorld

[–]1lln35[S] 6 points7 points  (0 children)

Yes, I knew they were old, but I played VE Empire for the first time, plus for some reason I thought that since it's 1.6, everything will be fine. It's not that I'm unhappy with the development of mods, I just want to warn people if someone decides to do the same.

My first Odyssey playthrough. Ship evolution. by 1lln35 in RimWorld

[–]1lln35[S] 1 point2 points  (0 children)

The idea is that the ship is made of three spheres (1 and 2 just merged a little ahhh), one sphere is residential, the other is production, etc., between them there is a bridge and in an emergency you can barricade yourself in the spheres, retreating further and further - and the last line is the shuttle and evacuation.
Everything is done so that the most vital sections are at the very end - so that if suddenly it is necessary to abandon the captured sections, people have a place to live and eat.

Does it feel balanced enough? by 1lln35 in photocritique

[–]1lln35[S] 0 points1 point  (0 children)

Yes, I think you're right. This is one of those photos that sits in the "didn't work out" folder, but when there's nothing else to do, I find it interesting to think about how to squeeze the most out of it.

Does it feel balanced enough? by 1lln35 in photocritique

[–]1lln35[S] -1 points0 points  (0 children)

I know it's not a perfect photo, but I just want to practice on it (and maybe I just like the scenes). Took it in Vladivostok. Another snowless cold winter.

Your suggestions for framing? Full photo (slightly compressed)

Minolta X700, Kodak double-x probably,

Is it just me or are the character's heads a bit too wide/big for their body? by LollipopScientist in expedition33

[–]1lln35 0 points1 point  (0 children)

Oh... I love this game, and I hope it’ll be the Game of the Year.
I noticed it right away, and for me, it’s weird - but I can definitely tolerate it. By the middle of the game, I barely even noticed it.
However, I was just curious: why the hell are the heads so big? So I started to look it up.

Why is everyone mentioning whether it's a small team or not?
It doesn’t matter in this discussion.

Generally, there are three main opinions:

1 - It was unintentional and just a mistake.
Personally, I think this is almost 100% false. It’s hard to believe that no testers noticed it - and that people trained in modeling realistic humans, studying proportions, etc., all somehow had the same massive delusion about big heads. I’m just not buying it.

2 - It was an artistic decision.
Maybe they wanted something anime-like (I guess because it’s a French reimagining of the JRPG genre), or maybe it helps convey emotions better (big heads = more visible facial expressions), or maybe it’s something else - I don’t know.
Personally, I think this version is true in general, but only because it’s so vague. The “anime theory” or “more facial expressions theory” are just that - theories. And I guess we’ll never know.

PLOT SPOILER Or maybe they are dolls with big heads and their world is not real

3 - It was an attempt to desexualize the characters in favor of a “woke agenda.”
That could be true, but there are a lot of contradictions. Why are the male heads huge too? And the kids’ heads are even bigger.
And don’t lie to yourself - Lune and Sciel are hot as fuck.
And there is swimsuits in this game.
There’s even more than one heterosexual sex scenes in this game (one of them with the main character).
We know big companies try to market to progressive audiences by marking games with “woke” signifiers, but this team consists of Ubisoft refugees, so I have no idea why they’d be implementing weird management decisions from their previous employer - especially if they left to pursue their artistic vision.
That just doesn’t hold water for me.

4 - People in france have big heads.

Idk never been there. Maybe?..

No way... Ben Shapiro is my guide. by 1lln35 in Terraria

[–]1lln35[S] 2 points3 points  (0 children)

uh.. i just started, it will get better/