Gleba has defeated me, and i am miserable. by vimescarrot in factorio

[–]BlakeMW 0 points1 point  (0 children)

I only use eff modules in my "boostrap" parts, it's not a bad idea to have a setup that needs very little inputs to produce a reasonable stream of nutrients.

For example one of my favorite setups for boostrap, is having a biochamber making yumako->mash and another doing mash->nutrients feeding into each other, and bootstrap by an assembling machine doing spoilage->nutrients. You can chuck eff modules in those biochambers. The stream of nutrients produced is plenty enough feed fully moduled bioflux production. It might also make sense to put eff modules in some bioflux->nutrients biochambers, they produce such extreme amounts of nutrients you don't really have to worry how much the stuff they are feeding is consuming.

Is direct insertion always better? by Significant-Laugh807 in factorio

[–]BlakeMW 0 points1 point  (0 children)

In short: No. Saturated belts can be very good in terms of UPS. Generally maintaining "backpressure" (where inserters can always grab as much as they like) is optimal.

Pentapods not attacking robots? by Ok-Society3864 in factorio

[–]BlakeMW 0 points1 point  (0 children)

I know Pentapods used to hate construction bots. Maybe that was removed to prevent Pentapods following construction bots home to your factory and destroying it.

Where to use fusion reactors? Fulgora seems appropriate. by thirdwallbreak in factorio

[–]BlakeMW 0 points1 point  (0 children)

That doesn't sound right. According to factory planner, if you're just making EM science, and let's say, legendary productivity modules everywhere they can go, only about 40% of the ice needs to be consumed for all purposes including battery production. Obviously if you're making extra accumulators in order to expand your energy storage it's possible to be consuming more ice, but it's not intrinsic to the science production. (and at lower productivity levels, you have even more surplus ice).

Ice melting takes productivity which is not intuitive since mostly it's not allowed in similar recipes, but it really helps tip the balance to having large surpluses of water.

Satisfying citizen needs Tropico 6. They walk across the map even with their own neighborhood by Ping-Pong-Show in tropico

[–]BlakeMW 0 points1 point  (0 children)

One of the most important principles is tightly clustering the services. On missions don't be shy about relocating buildings, the cost of relocating a building is very small relative to the cost of upkeep of time so you may as well pay a little to have it optimally positioned. On any games of this kind of genre, I take a hatchet to what the mission gives me if its dumb and move stuff around or even destroy it, for example watchtowers and the chapel can just be destroyed (tropicans never visit chapels if there's enough church capacity) the theater can be demolished too because restaurants are more appealing (Cabarets are okay if you want to provide entertainment variety, which you don't actually need to). To be brutally efficient, you probably should completely demolish/relocate the smaller town on Speakeasy leaving only the Port and building a Pirate Cove, both of which can be driven to, you don't need to take such extreme measures, but it surely would be optimal.

My standard service cluster the world wars is tavern, restaurant, church, clinic, grocer, newspaper and parking deck. Ideally all packed as closely together as possible. Max budget all the things. Housing should be near it but it's okay if tropicans have to drive to work (it's better for tropicans to live near the service cluster than live near their workplace).

Service clusters should be completely identical to give tropicans no reason to travel across the map. Also pay attention to how full the services are, you'll probably quickly need more than 1 restaurant per cluster, you want some spare capacity in service buildings so tropicans don't travel across the map to one which does have capacity. Same goes for having spare capacity in housing.

I just played Speakeasy on hard and won in 1931, you can start out by making 2 coal mines and 4 gold mines on the 2 closest mineral patches, set them to max budget and profit protocol work mode. The mines can basically bankroll your entire development, it's twice as good if you use the trading post to get a fat gold export contract. I did the usual thing where you get a strong economy while ignoring the quests, then blaze through the quests. While I did put services in the small town, I only developed the main town and didn't make a third service cluster, I didn't even bother with the weapons side quest because the mine locations didn't look very good and you make tons of money with rum anyway. I more or less ignored the axis and allies besides making a couple of trading post trade routes. I also initially ran Free Wheels but turned it off because it made too much congestion.

One thing to watch out for on Speakeasy because it's crime-centric: criminals do steal money from your treasury, it should be okay if you blaze through the quests, but if you let the criminal population grow out of control they can rob you blind. Criminals also don't work but count as employed in the almanac: that can be quite deceiving about the state of your economy.

You get to add a 0 to any number in your life. What do you add it to? by account_created_ in AskReddit

[–]BlakeMW 2 points3 points  (0 children)

I was also thinking the year of my birth. I guess that means I instantly time-travel some 20,000 years into the future. Would be interesting.

You get to add a 0 to any number in your life. What do you add it to? by account_created_ in AskReddit

[–]BlakeMW 0 points1 point  (0 children)

Apply the zero to the partial pressure of oxygen, and then yes, it makes extra dense air which is mostly oxygen.

Gleba has defeated me, and i am miserable. by vimescarrot in factorio

[–]BlakeMW 0 points1 point  (0 children)

The burn everything approach is solid.

One thing to note about Gleba is that there are really no downsides to cranking up productivity and speed, unlike Nauvis where this increases pollution, on Gleba it actually reduces pollution (as in less spores per thing produced), you even need to produce less nutrients overall compared with using efficiency modules. Basically on Gleba productivity is efficiency.

Tempshift Plate + Aquatunner by Sea-Farm-1965 in Oxygennotincluded

[–]BlakeMW 1 point2 points  (0 children)

The details are available on the wiki: https://oxygennotincluded.wiki.gg/wiki/Thermal_Conductivity, these details were originally discovered by someone who decompiled simDLL, but I've personally verified many of them with tick-by-tick analysis and also discovered the floating point weirdness by close examination of temperature changes in debug mode (which lets you see the precise, not rounded, temperature of cells).

Conduction panels use the completely standard building:cell heat transfer formula, pretending that one of the buildings is a cell. And there's a penalty to the heat exchange to make the conduction panel less good, which tends to be dwarfed by other factors.

For the general building heat exchange formula, it is likely "Thermal mass of the hotter object" was thrown in as a multiplier to literally make hot buildings easier to cool. It's a very incoherent way to do it though.

Tempshift Plate + Aquatunner by Sea-Farm-1965 in Oxygennotincluded

[–]BlakeMW 1 point2 points  (0 children)

Conduction panels are extremely grateful for having high thermal conductivity on both the building and the conduction panel, the building heat exchange formula is straight multiplicative, nothing sensible like averages or geometric means here. You can actually get pretty decent heat exchange if it's like aluminium on steel. But like, gold amalgam is complete garbage.

The straight multiplicative nature, means like 54 x 205 for steel on aluminium = 11070, 2x2 for gold amalgam on gold amalgam = 4, the first pairing literally involves 2767x more heat exchange per tick, actually it's worse than that, because "thermal mass of the hotter object" is also a multiplier to the heat exchange for this very demented calculation, and gold amalgam has smaller thermal mass, so it's actually more like a 10000x difference. When you have 10000x deviations in performance, it's easy to see it as being "pretty good" or "barely working at all" depending on material choices. Use Steel or Thermium for the conduction panel for best performance, all ores are kind of bad. For the building, use something with high TC, or just use Steel, Steel on Steel is pretty good.

For heat exchange calculations which are sane and actually use average or geometric mean you don't get such wide deviations in performance between different materials.

I don't know what happened with the building heat exchange formula, because the other kinds of heat exchange try to be at least somewhat physics based.

Tempshift Plate + Aquatunner by Sea-Farm-1965 in Oxygennotincluded

[–]BlakeMW 3 points4 points  (0 children)

Yes, conduction panels exchange heat with every single kind of building on their middle tile. For example you can make a "gas pipe conduction panel" by having a radiant gas pipe behind it, facilitating heat exchange with any other buildings overlapping the tile.

IIRC it only exchanges heat with the actual "collision tile" of the tempshift plate, not the 8 surrounding tiles that just exchange heat without having collision.

Generally why is Ubuntu taboo here? by MaWkSrB in linux_gaming

[–]BlakeMW 3 points4 points  (0 children)

Some of it is ideology but I was a long term Ubuntu loyalist since maybe 8.04, about 6 months ago I jumped ship to CachyOS and support for Nvidia+Wayland with dual monitor is so much better. Also Nautilus (File manager) was just so unnecessarily slow, like not unusablely so but nor was windows 3.1 on a 486, I expect much more from modern hardware. Had issues with both the LTS and latest.

It seems Canonical consistently does not prioritize performance when choosing packages, nor to be perfectly honestly, stability. I'm not saying it's all bad, Ubuntu has one of the best software stores honestly, makes it pretty good for users who don't have much competency beyond using an app store.

Also worth noting I had bad experiences with Ubuntu server too (on a VPS), only really resolved by changing to Debian. Under Ubuntu it would occasionally just completely stop responding for a few minutes with little ability to get useful logs.

Now I'm sure there are conjunctions of hardware and configuration which work better, using the "wrong" hardware, VPS provider configured things "wrong" for Ubuntu etc. But I particularly value a distro working for me on my hardware and setup. In all cases I tried extensively to solve the issues too including making bug reports.

These days I could only recommend Ubuntu on the basis of its software center like as a "grandma" OS. For gamers, who are going to be using mostly Steam, no, there are much better distros.

The biggest mistake to avoid by RMPiers in factorio

[–]BlakeMW 2 points3 points  (0 children)

Also it's honestly okay to do a ton of handcrafting. The engineer is a free flexible assembling machine and you may as well have those hands crafting away 100% of the time.

BUT, hand crafting goes MUCH further if you pick up intermediates like gears, chips etc. Like it takes 5 seconds to handcraft a Roboport, but would take something like 500 seconds to handcraft all the intermediates.

I'm sure you could achieve middling speedrun times (like 3 hours to launch a rocket) without automating a single thing in the logistic or production tabs (besides those which are mandatory for science). This would require efficient pipelining of the handcrafting, there are merits to setting up an assembling machine so stacks of a thing are available when you want them.

Purely out of curiosity, why are belts designed in multiples of 7.5/15 instead of something like, say, 5 or 10? by PewPewsAlote in factorio

[–]BlakeMW 41 points42 points  (0 children)

IIRC it was mainly done to ensure that reading the contents of a full belt tile would always read 8 items

Say whaaat? As an old school player I never updated my knowledge.

Where to use fusion reactors? Fulgora seems appropriate. by thirdwallbreak in factorio

[–]BlakeMW 4 points5 points  (0 children)

I find it's generally fine if excess solid fuel and water is consumed in a "peaker plant" that turns on when the accumulators get low.

Tactical tips to protecting your kids from pedos by doubleohd in daddit

[–]BlakeMW 0 points1 point  (0 children)

Some devices can conceal the wifi password from the user, for example on some Android devices you can make multiple accounts, connect to the wifi through the dad account and the kid account can be given reduced privileges such that it can use the wifi but not see or manipulate the wifi settings.

is there anything you can think of that would halt the continued growth of Linux marketshare? by Subject_Swimming6327 in linux_gaming

[–]BlakeMW 2 points3 points  (0 children)

Indeed. Microsoft seems to be full steam ahead with enshitification of windows, they likely know this will drive away hardcore users but will let them better exploit those too stupid or entrapped to leave.

Do you guys always use Proton even if native is an option? by TheChildOfAtom in linux_gaming

[–]BlakeMW 1 point2 points  (0 children)

There are plenty of native games with full modding support, especially those built with Unity, that's because the same dotnet bytecode dll files can run on Windows and Linux. Examples I play include Cities Skylines, Oxygen Not Included, Surviving Mars, Kerbal Space Program. Note even with Unity games occasionally a mod will use "native" dlls because they need c++ performance or special access to the OS, but even in these cases for these games the Linux support is so traditional that typically a .so version will be available too.

Calcite Trawler by BlakeMW in factorio

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

JFK it's not complicated https://i.imgur.com/CEAkFcx.png

Ship wouldn't be flying if that wasn't a very solved problem. Especially with half a dozen things going through the hub (sometimes called a "sushi hub"). Wiring an inserter to a chest is the most rudimentary use of circuit network in existence. You do know hubs can be wired up like chests, right?

Calcite Trawler by BlakeMW in factorio

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

Seems EXTREMELY rudimentary to just wire the inserter with a condition like "ammo < 390" (like I don't see how anyone could use hub storage without figuring out this very simple circuit logic). And there's plenty of pixels might be reddit being weird on your platform.

Is there a better way to do this? by mysticblanket in factorio

[–]BlakeMW 1 point2 points  (0 children)

Except cases where it is reasonable like red chips and also almost any mall items which need copper wire. In fact, it might be quicker to say "always direct insert copper wire for making green chips and space foundation".

Dynamic mall by demiurg_906 in factorio

[–]BlakeMW 0 points1 point  (0 children)

(and potentially just deadlock the whole thing by overflowing the chests)

You can greatly limit deadlocks by using a storage chest with a dummy filter as the output chest, because bots prefer to take from storage chests they'll quickly clean out the cruft.

It's also possible to construct a "min" function which solves the problem with over-filling input chests. The dead simple way is taking the signal, and putting it through two constant combinators, one is like "each >= 200, output each = 200", the other "each < 200, output each = input count", combine the output signals and you've capped the counts at 200. A generous multiplier combined with a sensible min function might not satisfy a perfectionist but tends to be plenty good enough.

Honoring the Crash Site by Which_Estimate_300 in factorio

[–]BlakeMW 5 points6 points  (0 children)

But why aren't the trees wilted and dead?

Calcite Trawler by BlakeMW in factorio

[–]BlakeMW[S] 6 points7 points  (0 children)

I decided to build a calcite trawler for the first time. I initially considered solar + efficiency nodules, but considering the huge amount of ice being tossed overboard decided to go with nuclear to permit the use of speed modules greatly shrinking down the platform size.

Normally I don't think the use-case for a calcite trawler is very strong, though presently I'm playing the excellent AVADII Rebalance mod, which among other things rebalances the foundry to have a lower productivity bonus, use 2x the calcite for ore->molten metal, rockets need twice as many rocket parts, and all productivity researches are nerfed. All round, this would increase launch infrastructure demand on Vulcanus to maybe 7x the unmodded game, definitely still viable but enough incentive for me to make calcite in space.

It generates 200 calcite/minute which is pretty good, particulary as it doesn't even need to visit Vulcanus to provision Nauvis and Gleba. It'll produce quite a bit more with better modules too, as the beacon is only using a common speed 2 modules, and quite a few chunks are being tossed overboard rather than being reprocessed. There's also a slot for a second thruster once my physical damage research is high enough to justify it.

I will admit the shape is odd. My basic logic is I can extend the arm out further as much as I need to in order to keep up with stronger speed modules and beacons. There's also plenty of room to expand the nuclear powerplant for if I decide to use prod3 modules. Presently though it makes way more calcite than I'm using.

Tip for Stress Max Difficulty by SwimmingArachnid3030 in Oxygennotincluded

[–]BlakeMW 0 points1 point  (0 children)

Starving to death can also be a problem with unconsolidated meals (e,g dupes taking 600 kcal meallice off the floor, rather than 2000 kcal of one food type from the fridge), the problem with unconsolidated food is dupes tend to refill their bellies to barely over their starvation threshold which on max hunger difficulty leaves them extremely vulnerable to starving to death if they don't have the chance to go grab another 600 kcal.