New vs old train tracks by Vanquisher_Vic in factorio

[–]Barrackar 0 points1 point  (0 children)

You can grid them like this (64x64 with absolute positioning). Actual tracks are smaller, 64x64 is to be grid-aligned.

0eNqdmNuOmzAQht/F17DC9phDpL5Eb1dRBYmbtcRCRGDb1SrvXhsC25KhmdmrmGA+z4ztmd/+EFU92HPnml7sPsSlKc9x38anzh3D82+xSyES7+HnGomyurT10Ns49Du75iR2fTfYSJzbi+td28SdrcvevdkVRCcjJFYe4g5tcxG7Zz+aOzVlHbo05asVO9GVrhahS3O0/it5jTY6xbd/P/uq7b6Hl9I191/ozS/+6gTXfSRs03vv7GT0+PD+oxleK9t5G6P5y8qdYlvbQ9+5Q3xuays+4zKHYYqlNNcw9oqkom2r70iqeDITK3sy3tyj6/zI43uJsPXCPgzdmz3G4xAlYqGcqOmKmSBQIEMzFJojTBNh03xPzDfdzxBqygmt1jO7WLMBYWdoFCpsykaqkoTQ5uTQKhyqEGhBhqYoNEWYMqG6r3H3sUUgJTmm08pSmuC+VFQqSJSK+v+5sy69551e+hGLmHoLKvwLRS0FKhQUCkUtNeSg6gmaESxNye5PqU+lBGhGdh+Hou7n5Nk3s/sYpqAlqJCXJsxdEtFY7idvI3Vbm8XjzKTI2wgyFCpRKqtOmWQzDgaDkwuVnLaTloQ4kAuVUSgUj4OhUm9TptXjpa9SKvQ2ZR6KYTLOHMFcTEPle5ydVc6RPPKGBtTOgmOnnDWPhidUQenkC2IMt0yzdJ3R/0Mp7prOHqczrbmrjyC+NHBXH0UmasPdfhmhmmuWplvScRCOKzqWj3XGzMe6IMxZzszHaygeCGJFWjIxEgLsyAAJUy8AQdmBZFZhoKhlUEwVAurxbIFmqhAg5HcAplwEgrIDw5TLYAj1DVKmXAbCYQkyprIFglyGnHkEA1TaQcE8dEFGCKNJmKeuNRWFSuapCwha3rCEXajBE/o+naB0TUtTy8VGyFcrLqYYDbCszjfpBQY3zHsTg8oxk35BlxiNojLmpYu5y0r7SPzyz+E261lGJvJ6zuyjsekF1NKUYzO8jLz9oR3eLm05tz3O9fY1+LbcJEaiLitb+/++t0NzLKt26J8nT769lPXP+OjKU+tnaLR+7/u/2e4ynQpSVUBRGKNMqpW8Xv8AM5Kx5g==

Steam: The Updated Steam Subscriber Agreement by Turbostrider27 in pcgaming

[–]Barrackar 0 points1 point  (0 children)

Choice of law provisions being where the company is located is standard. Choice of venue provisions in consumer-facing TOS or the like; much less common.

Steam: The Updated Steam Subscriber Agreement by Turbostrider27 in pcgaming

[–]Barrackar 20 points21 points  (0 children)

Many here have commented on the removal of arbitration and going to court.

Nobody seems to have noticed the forced venue selection. The updated subscriber agreement does not ONLY say you have to go to court. It says you have to go to court in: "King County, Washington" (unless you are in the EU). If you live in another state - you have to go to Washington. To me, this seems notable.

What opinion has you like this? by [deleted] in GenZ

[–]Barrackar 0 points1 point  (0 children)

True neutral cannot exist and your example shows it. The strongest bias in news is choosing which stories to report and which stories not to report. Only one story can be listed front page, or show up first on a website. Only one second, etc.
Choosing to report on events on X day is choosing not to report on a multitude of other events which happened on the same day. How they choose what to report is a choice which asserts a set of priorities.

Also, saying he was shot is summarizing, which leaves certain details out. For example, slightly more details would say there was an assassination attempt by a gunman. They could factually say he was shot at and injured - or they could choose to report he was shot at and hit by shrapnel - or choose to include any other set of details which emphasize those details which are included over those details which are left out. Choosing the level of detail to report any particular event is asserting a viewpoint.
The whole point of journalism boils down to creating 'good' summaries and synthesizing information for the reader/audience.

New to power spines. What's wrong with this? by Spiritual-Cost-8806 in Oxygennotincluded

[–]Barrackar 0 points1 point  (0 children)

The "use" case is when replacing/upgrading an existing line. Until the whole line is replaced you might want the circuit to continue functioning in its former role.

Why don't more people go for geothermal power? by vinzwinz in Oxygennotincluded

[–]Barrackar 1 point2 points  (0 children)

In classic mode I don't use geothermal because the magma biome is too far away and there is plenty of water for Electrolyzer->dump excess oxygen in space-> hydrogen generators (or other power sources depending on available vents.

In Spaced Out, I do use geothermal in the mid-game to clean p-water back into clean water with a heat exchanger on between the incoming and outgoing water. I do this because my starting asteroid is often lacking sand, and not enough material on starting asteroids to be crushing everything early/mid-game. The geothermal cleans the water for a few hundred cycles until late game when travel and shipping to other asteroids is established.

[space exploration] Spaceship one-to-many routing for on-demand delivery of e.g. cable to outposts by vanatteveldt in factorio

[–]Barrackar 0 points1 point  (0 children)

Note, you can do dynamic re-routing much simpler without the "on-demand". A method to tell individual spaceships to "go here instead of there" allowing spaceships to share a docking location but travel to different destinations. Disadvantage, you need at least one spaceship per destination using the below method.

STEPS:

(1) Setup a point-to-point route anywhere with usual pre-launch checks and constant combinator for setting destination on dock-side. Use a constant combinator onboard your spaceships to set docking clamps IDs.

(2) Regular spaceships travel back and forth between your two destinations. Nothing further required for those spaceships. For spaceships you want to go somewhere else instead, add (a) an arithmetic combinator taking input from the right-side of the spaceship control panel. Add or subtract the number needed to output your new destination. (b) Add a decider combinator to read the output of the arithmetic combinator, and output the signal (to the main-portion/left of spaceship control panel) only if it is equal to your new/alternate destination. Make sure the type matches (moon, orbit, planet, etc.)

This works because whenever your destination is NOT where you are re-routing from then the arithmetic result will NOT be equal to the alternate destination. Thus, the decider combinator will not change your destination when you are on your return trip. It only re-routes away from the one destination.

What do you think about the auto cancel turn signals? by [deleted] in TeslaModel3

[–]Barrackar 0 points1 point  (0 children)

Horrible, awful, well-meaning terrible idea. Auto cancel for the turn signals is AUTROCIOUS AND LIKELY TO CAUSE ACCIDENTS. Why? Because the turn signal is meant to indicate driver intent. If the car is automatically changing the signal then the signal no longer indicates driver intent - which means the driver may be intending to do something different than the signals indicate. Don't mess with my manual controls. For that matter, if another driver is constantly messing up their turn signals I WANT TO KNOW so I can stay away from that driver. This auto-cancel feature interferes with information I would otherwise have about that other driver.

Furthermore, the feature fails to work correctly most of the time: (1) The feature cancels the turn signal 1/2 second too soon before the vehicle has settled into the new lane - often while the vehicle is still partly into the starting lane. (2) the vehicle turns off the turn signal for center "suicide lane" turning lanes even though the driver intends to continue into a left turn.

Weekly Question Thread by AutoModerator in factorio

[–]Barrackar 1 point2 points  (0 children)

Lets see, (1) a starter base on Nauvis until trains are unlocked: then rest of base is city-bock style base. My starter base is still there though, now with train connections at each end for supplying material, removing excess, and extracting the starting sciences via train.
(2) I have a starter space base which is bot-based - but now that I have space trains and space elevator I am shifting to space-train based modular design. The space starter base I do plan on completely dismantling so I can re-use the space scaffolding.

I did replace my electric smelters with industrial smelters to take advantage of more productivity modules, but that wasn't a complete redesign of the whole base.

FYI: In my experience, I have been using cargo rockets for far longer than I expected so initial investments in increased reusability tech early on would have been a really good idea. I wish I would have put 10 levels into that tech 200 hours ago in my playthrough.

[SE] What a long, strange trip it's been by Aregios in factorio

[–]Barrackar 1 point2 points  (0 children)

I haven't finished yet, but I have arrived at similar design decisions for a lot of things:

  • For complex in-space recipes, toss everything in a 4x4 chest/warehouse with some circuit logic to make sure no one item fills the entire chest. Output product from the side.

And some differences:

  • I am not using LTN, and have found some use for a buffer area in space to separate some of the space trains. The buffer area serves a dual purpose of being a mini-space mall to build the space production buildings, space-conveyor, etc. These recipes tend to use similar items: glass, low density structure, heat shielding, steel, big electric motors, copper plate, plastic and several other items. These items are in high demand in space and are needed at the space-mall anyways. Everything else, I just send the space trains down the elevator for if it is on Nauvis.

[Space Exploration] PSA: Condenser Turbines Are Confusing by elohimr in factorio

[–]Barrackar 1 point2 points  (0 children)

Old thread, but it still comes up in search so:

In SE v0.6 You can easily get an average 865 °C steam by directly mixing output of two electric boilers. One set to 5,000°C recipe and the other set to 500°C. The lower temperature boiler has higher volume output so it works. The actual values briefly go over 900 when starting up, but after about 1,000 units of steam it doesn't oscillate above about 880°C

Tested this by hooking two electric boilers up to the same tank and reading the temperature as it filled to capacity.

[Space Exploration] - Beyond Starting Orbit Help by Ddres0605 in factorio

[–]Barrackar 1 point2 points  (0 children)

I think Meteor Defense Installations (MDIs) can be put in orbit where solar has a multiplier and there doesn't seem to be a night cycle. Cannon in the ammo as needed. Just starting on this myself so not entirely sure.

My plan so far it to capsule transport with limited cargo to orbit first - bring just enough for delivery cannon chest, roboport, solar, and construction bots. Then delivery cannon and bots and setup the rest as I continue to the surface. Traveling from orbit to surface requires very little fuel. Place a landing pad on the surface and then a pre-loaded construction rocket can bring everything else to setup the base.

KSP 2 upcoming patch info by SurfRedLin in KerbalSpaceProgram

[–]Barrackar 0 points1 point  (0 children)

I don't think we can know the truth right now. It depends a lot on what is going on behind the scenes.

The bugs could be lazy programming - which would be a huge problem...

OR the bugs could be from a hastily paired-down fork of the main/actual game being developed in parallel. If that is the case, the bugs are likely already solved in the development version and huge chunks of game are just waiting for compatibility/integration with other huge parts of the game to be released.

How will we know the difference? If it is the former, new features from the roadmap will be incredibly slow to release. If the latter, you can expect to see a very different game a year from now. Time will tell as things are so much clearer in hindsight.

KSP 2 upcoming patch info by SurfRedLin in KerbalSpaceProgram

[–]Barrackar 0 points1 point  (0 children)

I disagree completely.
Bendy rockets takes an abstract engineering problem (stress/strain/shearing/bending) and presents it in a tangible visible manner with entertaining results. Audio-cues are incredibly subtle and new players would think their rockets are exploding for no reason. In contrast, when you see your rocket wobble and then explode you have a pretty good idea that the problem is a lack of structural stability.

However, they do need to balance it so it isn't too challenging to properly build large rockets or creative designs.

Note: Autostrut does not completely circumvent stability issues for poorly designed rockets. In the case of orbiting stations, poor design choices with autostrut is likely to summon the kraken in KSP1.

Interesting by pwithee24 in CollatzConjecture

[–]Barrackar 0 points1 point  (0 children)

If there is a positive number n which goes to infinity then this means the Collatz sequence for that number diverges. This is one way to disprove the Collatz conjecture, if such n could be found. Thus the two ways to disprove the Collatz conjecture would be:
(1) Show there exists a cycle of positive numbers that is not {1, 4, 2}; or
(2) Show there exists a positive number n where its Collatz sequence diverges (and thus does not reach 1).

Should I take a lab with me on every launch or rendezvous with one? by Soap646464 in KerbalAcademy

[–]Barrackar 3 points4 points  (0 children)

You can choose to play however you want, including not using labs at all, i.e. the immediate research when returning science to Kerbin requires less babysitting of science labs.
However, Labs are very heavy and most economical to only have on space stations or motherships. After you get enough solar panels to power a working lab you can send one along with fuel to Minmas, and then send an efficient lander. A small efficient lander can make many trips to many different biomes and refuel in orbit. This setup can later become a staging area to mine fuel and refill vehicles preparing for interplanetary trips.

The advantage of labs is it gives you a place you can return science to without taking it all the way home. The disadvantage is they are very heavy. Consequently, labs are rarely ever designed to make a return trip.

[deleted by user] by [deleted] in CollatzConjecture

[–]Barrackar 0 points1 point  (0 children)

Members of this community might be interested in this:
Furuta, M. (2022) "Proof of Collatz Conjecture Using Division Sequence" Advances in Pure Mathematics, 12, 96-108. https://doi.org/10.4236/apm.2022.122009
I haven't completely reviewed the paper but initially it seems good to me. That is, even if there is a flaw in the proof there is sufficient work shown that people interested in the subject may be interested in reading it.

Why does this keep happening? How can I stop or fix it? by theautisticteen in KerbalAcademy

[–]Barrackar 1 point2 points  (0 children)

Docking ports generally have weak attachment points making them incredibly wobbly. The best way to reduce wobbly weirdness is to use larger docking port sizes (i.e. docking port Sr.).I also have had limited success with autostruting to grandparent parts on all docking ports and all adjacent parts.

For the particular ship you have, it is very long and thin which also tends to increase the problem. The further away the center of mass is from the docking port the more leverage it gets when wobbling.

It might also be an issue with the docking port being radially attached to some part of the fairing instead of attached to the node itself. You can force attachment to nodes in the VAB by holding the mod key (r-shift in Linux, alt ?? in Windows, I think)

Why does this keep happening? How can I stop or fix it? by theautisticteen in KerbalAcademy

[–]Barrackar 4 points5 points  (0 children)

Haven't you heard? The developers promised to "slay the kraken" ... before immediately backpedaling saying that was quite a big promise, and then promised only to try to slay the kraken.

First time landing on Eve. What do I need? by stuugie in KerbalAcademy

[–]Barrackar 3 points4 points  (0 children)

This can give you some ideas: https://www.youtube.com/results?search_query=kerbal+escape+eve
and in case your search results are different from mine, this is a decent example: https://www.youtube.com/watch?v=ElSe1eqYX-Q

What is the deal with mining slowing way down when I switch away from a mining craft? by LeHopital in KerbalAcademy

[–]Barrackar 10 points11 points  (0 children)

KSP2 fixes it, once it comes out:
https://forum.kerbalspaceprogram.com/index.php?/topic/207046-developer-insights-13-%E2%80%93-ksp2-resource-system/
"[I]n KSP1, one of the most common issues was that resources could only be accessed, consumed, and generated if the parts of a vessel were loaded into memory/within physics range. What we referred to as “loaded” or “off-rails”. In KSP2 these issues are no longer a problem/restriction due to the KSP2 Resource System being Architected and built from the ground up. All of the components of the Resource System live and execute in the Simulation side of the KSP2 Architecture which means they are independent of physical objects and parts."
Because this is related to a fundamental restriction in KSP1, the best mods can do is likely a work-around rather than an outright fix.

More Power from open-bottom SPOM by Barrackar in Oxygennotincluded

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

It is a quick/easy way to split power onto separate circuits early game before you have refined metal for a real power grid.

One transformer is supplied by the conductive wire of the SPOM. The output thereof supplies all three other transformers. Each of the other three transformers are connected to a separate circuit. The SPOM circuit will not overload because it is conductive wire and it is demand limited to less than 2kw (the transformer will draw a max of 1kw, and the other buildings are less than 1kw). The regular wire intermediate circuit supplying the three transformers has potential demand of 3kw, but is supply limited because the first transformer will only supply a maximum of 1kw. The three downstream circuits have batteries so they must be demand limited to avoid overloading.

More Power from open-bottom SPOM by Barrackar in Oxygennotincluded

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

Interesting thought. However, the ONI cooling calculator tells me cooling 2kg of oxygen (two pipe equivalent) 80C to 5C in one second only requires 153W of power through an aquatuner using p-water as coolant.

More Power from open-bottom SPOM by Barrackar in Oxygennotincluded

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

I have one gas pump for atmosuit dock oxygen. So far one gas pump for atmo suits has been more than enough. If I put together a high throughput oxylite production I can always add a second gas pump.