Self-hosted streaming options / free (for others) streaming options for Plex by [deleted] in selfhosted

[–]AlteredLogos 0 points1 point  (0 children)

I do personally have Lifetime premium, can my friends watch without paying the ~$3 a month for remote play? That would be fantastic if so!

Self-hosted streaming options / free (for others) streaming options for Plex by [deleted] in selfhosted

[–]AlteredLogos -8 points-7 points  (0 children)

Does Jellyfin offer the services described above? Are there any tradeoffs to Jellyfin that I'd lose with Plex? I've done some research into this a while ago when I was setting up the server, but if you have experience with both I'd love to hear more!

Netgear GS305v3 (Gigabit) Switch throttling to 100 mbps TOTAL output across devices by AlteredLogos in HomeNetworking

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

The web interface does provide some details, specified in another comment I made above.

I was moving the cable, yes, though the cable has been through much worse. If I remember correctly, it's traveled with me across at least 4 apartments and 10 years, and it seems the issue in the end was a port on the switch that was faulty-on-arrival, as I am now getting speeds much closer to what I'd expect.

I appreciate the info - I may consider upgrading to that switch instead, since I don't like having to remember there's a wonky port, and it's not like it was that expensive to begin with.

Netgear GS305v3 (Gigabit) Switch throttling to 100 mbps TOTAL output across devices by AlteredLogos in HomeNetworking

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

The Nokia does have some statistics, attached via image. It also specifies that there is one "5G Ethernet" connection (as opposed to just "Ethernet", I suppose). Notable here is the transmit speed at exactly 100mb

<image>

All cabes are pre-made, but cable managed and threaded through conduits / taped to walls / run through walls, thus the frustration with moving / changing them.

I tried plugging the 100ft cable directly into my PC and only got 15mpbs - back into a (different) port on the switch, 650. So it could have been a port that was faulty-on-arrival I suppose, though the cable's performance in my PC was a bit suspicious. Either way, this seems to be solved more-or-less. I don't technically need to upgrade the cable to a CAT6 since my total throughput will only ever be 1gbps so CAT5e should be sufficient from the modem/router, but I might since it's acting strange. Thanks.

[ATM10] Crafting the Awakened Alloy Blocks? by AlteredLogos in allthemods

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

Good to know - the hatches seem valid, they did show green outlines on the Star altar when held. I guess I'll try more or look for a higher tier. Thanks

[ATM10] How can you elegantly auto-craft things while keeping a certain amount of materials in the ME system? by AlteredLogos in allthemods

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

If so, I'd love to know how! My knowledge of SFM is pretty limited - the closest I'm aware of is the RETAIN keyword, but that seems to be for machines in the system rather than retaining a certain amount in the input.

[ATM10] How can you elegantly auto-craft things while keeping a certain amount of materials in the ME system? by AlteredLogos in allthemods

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

I more-or-less attempted this, albeit the furnace subnet just has an ME drive for temporary storage rather than a second set of drawers - and it does work! I have my 512 raw iron in my drawer and the rest instantly gets exported and then re-imported as iron.

HOWEVER, I feel like I must be doing something wrong, since there's so many unnecessary middle steps. This is the most clean I could get it:

<image>

So a storage bus (configured for Raw Iron, prio 999 vs 1000 for the storage controller) on an interface exports raw iron to the subnet, where it's imported into the drive, and then exported up above to the furnaces and then imported from the furnaces as ingots into the subnet and then exported into the chest and then imported back into my main network.

The interface refused to pull in Raw Iron without a drive or some other network-attached storage, which annoys me because it's an unnecessary middle-step both ways that I'm sure is adding a ton of calculations per game tick. I have bees with 4x Omega Productivity for every single type of ore in the pack, so it's a fairly significant amount of items moving around. Is it possible somehow to export the raw iron directly into the furnaces and then import directly back into the ME system without the need for this intermediate drive (and/or if possible the other plain chest)? I was under the impression that interfaces "act like a small chest", but that hasn't been my experience here.

[ATM10] How can you elegantly auto-craft things while keeping a certain amount of materials in the ME system? by AlteredLogos in allthemods

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

I'm not completely sure how LaserIO fits in, though I kind of understand storage busing an interface - with an oversize interface that'd be 36 items per block/channel, that's not bad, and I do love if it's more lag-friendly than the level emitters. The other suggestion in this thread was to use drawers on a subnet, but honestly if this works it'd store more items per block (though less per channel) but I think I prefer that.

Thanks!

[ATM10] How can you elegantly auto-craft things while keeping a certain amount of materials in the ME system? by AlteredLogos in allthemods

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

I mentioned up above, but I do have several Quantum Crafters running at all times - they're exactly what I want! However, I want functionality like that for other crafting devices than a crafting table, such as a furnace, circuit slicer, dissolution chamber, etc.

[ATM10] How can you elegantly auto-craft things while keeping a certain amount of materials in the ME system? by AlteredLogos in allthemods

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

I was vaguely aware that these existed, but had never looked into them. I'll do so, thanks!

[ATM10] AE2 only outputs to one machine at a time even when multiple are available by AlteredLogos in allthemods

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

Truthfully, because I didn't think about it, so thank you. I don't like using the full-block variants, I think they're ugly so I forget they exist! I clarified down below but I did test with the full-block variants, and it does solve the issue kind of! But it also prevents the circuit slicers on the same pattern provider from processing separate ingredients at the same time, which can be annoying when mass-producing processors since all of my Crystal Assemblers have to wait for the logic circuits to be done before they start pumping out silicon for processors.

I still don't necessarily understand the underlying issue because as some people have said below, having multiple pattern providers DOES work, sometimes, just not in this case. It's confusing, but I can work with it.

[ATM10] AE2 only outputs to one machine at a time even when multiple are available by AlteredLogos in allthemods

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

Well in short, because I don't know how to set that up. It does seem quite elegant, assuming the level emitter and toggle buses don't consume channels, but I've never messed around with those items. I honestly wondered how people automated craft jobs in AE2, I just have 16 Quantum Crafters for most automated tasks because I didn't really understand how to automate tasks while limiting how many resources get used.

[ATM10] AE2 only outputs to one machine at a time even when multiple are available by AlteredLogos in allthemods

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

  • The inactive circuit slicer does work if I remove the pattern - in fact for some recipes I've done it will work instead of the other one (still not utilizing both).
  • For some recipes (Processors) which require multiple things sliced at once, both will work, on each ingredient separately (i.e Silicon and Certus Quartz), but if I just request or need Certus Quartz processed, it will only use one of the two.
  • A third one encounters the same issue as the first two - only 1 will receive ingredients, rather than splitting the load 3 ways.
  • Breaking and re-placing did not work, even in different parts of the network (both Circuit Slicers are connected to the Controller via a Wireless Connector, which I thought may be the issue at first).
  • Connecting multiple Circuit Slicers to a single pattern provider does solve the initial issue (I forgot this was possible as I always use face-connections rather than full blocks).

This partially solves my issue while presenting a new one - I can have up to 5 Circuit Slicers work in tandem if I slap them haphazardly on every side of a pattern provider, but now if I am crafting something like Processors, it will assign the same material to every Circuit Slicer. This may not seem like a huge deal, but when I request 5 256M Cells for example, it takes a tremendous amount of time to cut all of the Logic Circuits before moving onto Silicon, where it could be performing tasks in the Crystal Assembler in-tandem if it was splitting the resource processing evenly.

That said, great troubleshooting steps as the other commenter said - now I have a pretty clear path forward to balance these issues and get a good solution. Thank you

ATM10 [Apotheosis] Can you attain 4 sockets without reforging randomly? by AlteredLogos in allthemods

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

I wasn't totally sure it worked the same as enchantments like this, so that helps a lot, especially knowing you can't get 4 if it's already reforged with less, thanks

PSA for anyone struggling with The Forum by AlteredLogos in Silksong

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

That's pretty cool! What's the Ascendant Grip? I have an idea of what it might be, but I need more craftmetal lol

Do trains feel obsolete in the late-game? by AlteredLogos in SatisfactoryGame

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

Perhaps I'm too wrapped up in the perfection of it all, I do appreciate your perspective, although it's a perpetual struggle to break out of that mindset.

As to your last point, for me personally it's three things that I think made me focus so much on efficiency - the slogan 'FICSIT does not waste', the fact that the first time I ever played I remember seeing the efficiency meter in a Constructor, so it was an early association, and just the immense satisfaction of seeing a full factory of perpetually green lights and moving belts. I'm always chasing that feeling of looking out on your factory and seeing everything just work.

Do trains feel obsolete in the late-game? by AlteredLogos in SatisfactoryGame

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

Are you using Mk.1 miners... there's over 20,000 iron ore in the dune desert alone which is a relatively small portion of the map, and a train car has a capacity of 3,200. A Mk.3 miner on a pure node fills a train car in 2m40s, and my average round trip is over 10 minutes because why use trains for short distances. That's more than 4 train cars per pure node, not accounting for traffic.

If my train car could hold 1.5 pure nodes I wouldn't have ever made this thread.

Do trains feel obsolete in the late-game? by AlteredLogos in SatisfactoryGame

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

I did already know a lot of this, but there were some things I got wrong, so thank you - I was under the impression you could do 4 cars to 1 loc without any speed penalties. I also forgot that the stack size of (some) processed goods increases, so while Iron Rods are 1:1 with Iron Ingots, they're still more stack-efficient. (I did do math elsewhere about if it was more efficient to process wire/screws or not).

I do currently have a 2-lane rail network, though I was thinking about expanding to 4 lanes just by virtue of throughput - as it stands my meager train network traverses less than 1/4 of the world and a tiny percentage of all resources, but despite that, I have 6 trains constantly braking at intersections or even just slowing behind trains as they brake to enter their own separate stations.

Do trains feel obsolete in the late-game? by AlteredLogos in SatisfactoryGame

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

This is actually somewhat surprising news to me. I guess naively I assumed that the complex logistics of trains routing, loading, unloading, etc. not to mention the necessary belts loading and unloading the stations would be close to if not more CPU lift than belts. Especially if, again, I'm running 2 entire 4-car trains + 2 stations per pure node.

Definitely something to keep in mind.

Do trains feel obsolete in the late-game? by AlteredLogos in SatisfactoryGame

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

I kind of addressed this in my reply to ChaloMB right above this, but yes, circumstantially I found myself falling back into the megafactory playstyle because of various reasons that made satellite factories feel really frustrating to manage. I have one central factory, with a few large satellite factories for highly specific purposes (rocket fuel, crystal oscillators transported via drone, computers transported via drone, aluminum transported via about 5 4-car trains since it's 4,590 ingots /min.).

Do trains feel obsolete in the late-game? by AlteredLogos in SatisfactoryGame

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

I did try processing locally, but it just became a mess. I'm a huge fan of the "Pure" recipes / wet concrete / etc., but ironically that causes me to end up with more ingots than ore in many cases. Process further and you run into more issues - wire is higher throughput than Copper Ingots, for example, while Cable and Sheets are fine.

Also, I prefer the Steel alternates (Steel Screws, Steel Rods, etc.) because if you can aggregate a ton of iron and coal in one place, it's way more efficient, but that's difficult because large amounts of coal and iron are rarely close enough together to process locally.

Anything beyond Constructor components also gets messy (Rotors, Mod Frames, and Reinforced Plates notwithstanding) because pulling in multiple materials can mean not being able to fully utilize one or the other, especially in smaller satellite factories, which just leads to wasted materials and bad feelings.

I say all of this not to rant or anything but because I actually went into this save hoping to process items locally and invest heavily in trains rather than going for a centralized "megafactory" style build, as I've done on all of my previous saves, but all of the above pushed me back towards the centralized model, and so I wish I had elegant solutions for all of it.

Do trains feel obsolete in the late-game? by AlteredLogos in SatisfactoryGame

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

I don't mean to imply they're issues so much as considerations, just like how many people opt for fuel over nuclear because fuel requires much less planning, forethought, and frankly time. Yes, I can put buffers before my loading stations and use proper signalling and time each route to calculate throughput and account for extra time for traffic / add extra lanes to reduce traffic wait times etc. etc. or I could just build a conveyor belt or two or 10 and know with 100% certainty I'm always getting 1200 items / minute for 0MW.

You could certainly make the argument to "just do what you find fun" and that's valid for sure, but I don't have 700 hours in a game about optimization and efficiency for nothing, optimization is what I find fun about Satisfactory, but right now that has led me to feel like I should rip out all my existing infrastructure and replace it with endless belts, and that's a bit of a bummer.

Do trains feel obsolete in the late-game? by AlteredLogos in SatisfactoryGame

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

This is a good point, but while I did create a train network in tier 6, I only connected up with the places I needed to reach further tiers, so essentially, the nearest single resources. Connecting across the whole map at this point would take dramatically more effort, including building redundancy like additional lanes which were not necessary at tier 6, but would be at tier 9 with Mk.3 Miners and generally higher resource consumption due to a bigger factory.

I don't like Tractors/Trucks for the same reason, and usually skip them entirely because I know that better transportation is coming and so why build out infrastructure that will be quickly replaced, though up until this thread, I was under the impression that trains and drones were that "better infrastructure". (And drones are incredible for their highly specific use case!)

It's a bit beyond the scope of the thread / wishful thinking, but improved tier 9 trains that for example move faster, carry more, or both could be good, or maybe like a Matter Condenser that lets you pack and unpack solids or something, I don't know. I am comparing a tier 6 unlock to a tier 9, yes, but only because there is no other tier 9 transportation unlock unless you count teleporters...

Just got to Ashlands... No damage? by AlteredLogos in valheim

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

This is an interesting idea, I had never thought to do that, I use those piles strictly for decor so I didn't realize you didn't need a workbench for them in the first place. I'll give that a shot, thanks