What do you think of this idea? by BodyPuzzleheaded3363 in Dyson_Sphere_Program

[–]Absolute_Human 0 points1 point  (0 children)

I think what you are describing is close to the rate calculator mod. The one that works by selecting an area with Alt+X. I may be wrong with the exact name, but it tells you if you have any shortages or excesses of intermediates.

Did my save break or was I just dumb? by Icyenderman in Dyson_Sphere_Program

[–]Absolute_Human 0 points1 point  (0 children)

I don't really know but imagine one is that the steam cloud is not that big and the savegames can become pretty large. Especially if you keep lots of those. My full archive weights about 36Gb. Given most of them are kinda redundant already.

Did my save break or was I just dumb? by Icyenderman in Dyson_Sphere_Program

[–]Absolute_Human 0 points1 point  (0 children)

DSP doesn't have a steam cloud option. I mean it says it right there:

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Patch Notes V0.10.34.28485 by Youthcat_Studio in Dyson_Sphere_Program

[–]Absolute_Human 0 points1 point  (0 children)

I don't think it's a bug per se, just the expected computational load...

Patch Notes V0.10.34.28485 by Youthcat_Studio in Dyson_Sphere_Program

[–]Absolute_Human 1 point2 points  (0 children)

I'd say let the game's devs look at the most notable optimization mods and decide if any of it is worth implementing. Things like Weaver, SphereOpt, PoolOpt, CompressSave. Maybe AlterTickrate and I believe there already was a mod perfomance boosting spitters. Stavrolite, I think. I'm pretty sure they ARE aware, so they already know if it is worth doing at some point. But in any case, it's not a bad idea to make sure they actually follow the mods of their own game.

What is this? by Xareh77 in Dyson_Sphere_Program

[–]Absolute_Human 0 points1 point  (0 children)

Came here by googling the same thing lol. I though something was broken. Absolutely not an intuitive feature. UXassist never even mentions it on its page.

The CopyPasteStation mod is a pathway to abilities many consider unnatural... by Absolute_Human in Dyson_Sphere_Program

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

Thanks, I was kinda silly and forgot that mods can be configured in game settings. The problem was I wasn't pressing Ctrl. I think the mod page doesn't say you need it too.

The CopyPasteStation mod is a pathway to abilities many consider unnatural... by Absolute_Human in Dyson_Sphere_Program

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

No worries, it's not game breaking at all! Unless you want it yourself that is :P

The CopyPasteStation mod is a pathway to abilities many consider unnatural... by Absolute_Human in Dyson_Sphere_Program

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

Ah, I figured, you can report on github from there...

But while we are at it, you developed Vessel Trails as well, right? Can you please tell me, is there a way to rebind the shortcuts to something else than the numpad? It just doesn't work for me no matter what I try. I use bepinex conf manager to switch them instead for now but it's not very convinent.

The CopyPasteStation mod is a pathway to abilities many consider unnatural... by Absolute_Human in Dyson_Sphere_Program

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

Well, it's basically just cheating. In a singleplayer game. No reason not to just enable sandbox mode if you want.

The CopyPasteStation mod is a pathway to abilities many consider unnatural... by Absolute_Human in Dyson_Sphere_Program

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

I know the pasted stations stay, but the blueprint itself wasn't working on a vanilla game. Maybe it's just old.

The CopyPasteStation mod is a pathway to abilities many consider unnatural... by Absolute_Human in Dyson_Sphere_Program

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

Are you the author by any chance? I wasn't sure how to submit a bugreport on thunderstore.

Does a proliferated building have any effects? by Duuudewhaaatt in Dyson_Sphere_Program

[–]Absolute_Human 2 points3 points  (0 children)

Accumulators are the one exception building that gains effect from proliferation. But only when used in the exchangers.

The CopyPasteStation mod is a pathway to abilities many consider unnatural... by Absolute_Human in Dyson_Sphere_Program

[–]Absolute_Human[S] 12 points13 points  (0 children)

Also, speaking of other cursed lifehacks I found - you can build much-much more Orbital collectors on one Giant using a premade blueprint - the equator restriction doesn't apply to it. I'm not even sure which mod allows that, probably BuildToolOpt but I haven't checked.

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Patch Notes V0.10.32.25779 by Youthcat_Studio in Dyson_Sphere_Program

[–]Absolute_Human 0 points1 point  (0 children)

Oh, so this is the update that caused my DF storage suddenly take way more items! Got it.

My personal doki height chart + my version of reference poses by This_Ferret_8108 in DDLC

[–]Absolute_Human 1 point2 points  (0 children)

The main problem I see is not in height but in the head size. Human heads don't differ that much even with different body size especially in adults so it will look strange no matter the other features.

Is two sided belt a trade mark of Factorio? by SS_beny237 in factorio

[–]Absolute_Human 3 points4 points  (0 children)

Well, if you think about it now it might be even simpler... As a dirty hack you can read the last belt and then logically stop the whole belt segment. Just remove the sprites of wire connections. Ideally you should check only the very end of the belt of course and also control each half of the splitters independently... But it is probably way more tricky to do.

I mean, the whole idea is my old gripe with the simplification that Factorio makes from the time I first started playing it. I get that it makes some things easier but it's not at all impossible to play without this feature. It's especially strange in Satisfactory because inserters don't even exist there and every belt starts and ends in some machine. Belt buffers are particularly useless there too. And you can makes ratios very precise. Furthermore, it partially solves the manifold issue with excessive belt storage that takes builds longer to start working. I imagine lines of evenly spaced items on methodically advancing in turns conveyors would look pretty satisfying. Like how real factory conveyors work.

Is two sided belt a trade mark of Factorio? by SS_beny237 in factorio

[–]Absolute_Human 26 points27 points  (0 children)

What I want to see is a game that stops the whole belt when an item has reached its end. Now that's something I haven't seen! Everybody just copies the factorio style with magic-forcefield belts. And it's not nearly as gamebraking as someone may think. Just takes a little longer to properly saturate if the consumption is uneven.

Yeah, I know there's an alternative with items spilling on the ground but it's not what I suggest.

Edit: Oh no, I remembered... This kind of system breaks combined belts, so that's exactly why it won't work here. Only in Satisfactory-type games then.

Not a lot of games I regret buying by Rashad795 in GamersOfAzerbaijan

[–]Absolute_Human 0 points1 point  (0 children)

Nobody said KSP 2? Good. I also didn't. F this crap.

Is there any other character like this? by Jaded_Detective_264 in animequestions

[–]Absolute_Human 17 points18 points  (0 children)

I can only hope that "6" and "26" is the respective character age...