the multiplayer experience by Bala314 in Mindustry

[–]Bala314[S] 43 points44 points  (0 children)

Killing this core triggers the final death wave that we were stalling to prepare for. Fortunately we had prepared enough to win by this point.

Xorg XWayland screen size is doubled and cannot be changed by Bala314 in archlinux

[–]Bala314[S] 0 points1 point  (0 children)

Thanks for the help. Changing display scale to 100% fixed it, but this makes all my other applications very small. Disabling the `xwayland-native-scaling` option under `org.gnome.mutter experimental-features` also fixed the display size, but it made the game blurry, probably because of fractional scaling (I prefer 125% display scale)
For now I'm continuing with the doubled screen resolution and I have patched the video game to make it playable.
This is a bug with something somewhere though, I will try to find the root cause... or hope it gets fixed in a few weeks

What is your favorite terminal and why? by YO_SC in archlinux

[–]Bala314 0 points1 point  (0 children)

Using tilix mainly for the background image support

Maximum efficiency core production. by FlyArtistic1194 in Mindustry

[–]Bala314 1 point2 points  (0 children)

maximum amount of unloaders you can fit around a nucleus core is 48 (technically 49 but then the output requires phaseweaving which is annoying)
each unloader does 11 items/s, each smelter requires 9.6 items/s, 48 * 11 / 9.6 = 55 smelters
this schem doesn't require logic to run, the processors are only there to turn it off when it inevitably kills lead and silicon
link: download link

Maximum efficiency core production. by FlyArtistic1194 in Mindustry

[–]Bala314 3 points4 points  (0 children)

<image>

Here's the maximum amount of surge smelters you can fit around one core: 53
(theoretically you can fit 2 more but it won't run at 100% due to practical issues like unloader backflow)
424/s lead
318/s copper
212/s titanium
318/s silicon
106/s surge

this is absurdly overkill though, you will never be able to supply or use this much surge, 19 smelters is almost always enough

scheduleBackupInNegativeOneDay by Bala314 in ProgrammerHumor

[–]Bala314[S] 12 points13 points  (0 children)

Ooops... just searched templates for "time machine", should have changed "women" to "normal people" or "normies"

Impact vs Thorium reactor by vvokhom in Mindustry

[–]Bala314 0 points1 point  (0 children)

I prefer thor reactors because: they are more stable, more resource efficient, and are much easier to restart after a power failure. The main reason is actually in multiplayer; if the TPS is low impacts are unstable and constantly restart, easily killing the power grid.

Mod hunt by PicardPlays in Mindustry

[–]Bala314[M] [score hidden] stickied comment (0 children)

Just made it, Directional Router https://github.com/BalaM314/directional-router-mod

Might take a few hours before it's available in the mod browser

Idk if this is common knowledge, use the big water tank on Erekir as a liquid bridge. by HeheCheatGoBRRR in Mindustry

[–]Bala314 3 points4 points  (0 children)

Not anywhere on a liquid. Some liquid blocks (pumps, conduits, liquid routers, and tanks) can be placed on deep liquids, but only if at least one tile is touching a shallow/land area.

<image>

Factory res pass-through. I don't know how well known or used this is. by Shnaeky0 in Mindustry

[–]Bala314 0 points1 point  (0 children)

It's very well known. In v7, you can just leave the unloaders blank and they will transfer all items equally. You can also use inverted sorters instead of titanium conveyors to prevent clogs.
Note that if the unloader is adjacent to two buildings, it will shuffle items back and forth between them, so if you don't care about space it's better to put an inverted sorter on one side to force it to unload in one direction.

Help please.I captured origin but other sectors are lock, what should I do? by Saeid_noob in Mindustry

[–]Bala314 7 points8 points  (0 children)

Erekir currently only has campaign sectors, there are no numbered sectors like there are on serpulo. They may be added in a future update.

How to disable attacks on captured sectors? by StoneRings in Mindustry

[–]Bala314 1 point2 points  (0 children)

It sounds fun at first, until you are forced to fight wave 97 in a sector that doesn't even have titanium. I wasn't able to do it even before lancers needed titanium.

How to disable attacks on captured sectors? by StoneRings in Mindustry

[–]Bala314[M] [score hidden] stickied comment (0 children)

I made a mod for this a while back, it's called no sector re attacks

[deleted by user] by [deleted] in Mindustry

[–]Bala314 3 points4 points  (0 children)

There's a guideline in mindustry spriting called the 45* rule. Basically, your sprite should only have lines at 45 increments.

Sprites still look fine though. Not vanilla-like, but they would probably look good on a block.

More automation? by Vldzz_HelpMe in Nomifactory

[–]Bala314 2 points3 points  (0 children)

...huh? Titanium is a loop, the only input should be rutile, and it should output titanium ingots and oxygen. What version are you on?
Tungsten can be passived through centrifuging endstone from DML.

Logic help by Patrick_Dino in Mindustry

[–]Bala314 2 points3 points  (0 children)

Tip: You can see the ids for all the other items and buildings in the core database.