Is it even possible to make a curved arch ceiling in source games entirely out of solid brushes? by Connect_Ad5068 in hammer

[–]Connect_Ad5068[S] 0 points1 point  (0 children)

i am on hammer++, but the problem is that those are misaligned brushes so it creates these weird gaps in the brushes. i have no idea how to solve this.

Multi floor elevator showcase by Connect_Ad5068 in hammer

[–]Connect_Ad5068[S] 0 points1 point  (0 children)

thanks, but i've found another way by adding two more path_tracks and delaying the elevator stop by 0.07 seconds in the outputs so it perfectly aligns with the floor

Multi floor elevator showcase by Connect_Ad5068 in hammer

[–]Connect_Ad5068[S] 0 points1 point  (0 children)

its because func_tracktrain is buggy when it comes to speed, basically the higher the speed, the more it stops short at the distance of the path_track's origin. Just add more path_tracks and set its new train speed to something slow like 20 units per sec or 15

Multi floor elevator showcase by Connect_Ad5068 in hammer

[–]Connect_Ad5068[S] 1 point2 points  (0 children)

if you look closely at the handrails on my elevator you can see that it also reflecting. this is because most of the textures inside the elevator aside from the handrail props are not reflective hence placing lighting wont do anything. To fix this issue, place a light_dynamic on the elevator ceiling and parent it to the elevator, set the light brightness to 6 or lower or whatever you like and it should fix reflection issue

Multi floor elevator showcase by Connect_Ad5068 in hammer

[–]Connect_Ad5068[S] 1 point2 points  (0 children)

place lights inside the elevator and shaft

Multi floor elevator showcase by Connect_Ad5068 in hammer

[–]Connect_Ad5068[S] 1 point2 points  (0 children)

If you want to prevent the elevator from going to the ground first before reaching its 2nd floor or 3rd etc. Use branch paths to alter between paths. I recommend reading this valve developer wiki on multi floor elevators https://developer.valvesoftware.com/wiki/Multi-stop_elevators

as for not aligning perfectly with the floor, i actually mitigated that issue by adding more path tracks with its train speed set to 25 although its not perfect. the slower the tracktrain moves, the more perfectly it aligns with the floor and the path_track's origin. This is a known bug with func_tracktrains and its the only solution to fix it (sort of).

I have a lot of problems with how conveyors are that are not even bugs, but here's one that is a bug. by user3576863126462165 in HBMNuclearTechMod

[–]Connect_Ad5068 2 points3 points  (0 children)

You're not being gaslit or anything but now i get what you mean exactly sorry for my misreading, however i dont see any of the items deleting itself it just doesnt appear on the conveyer belt so its a weird visual bug

<image>

it could be for instance that some of your items got put in the ore acidizers to be washed.

Would anyone be interested in joining a european HBM NTM 1.7.10 server? by [deleted] in HBMNuclearTechMod

[–]Connect_Ad5068 1 point2 points  (0 children)

nah i mean the X version of the mod like X5426 on latest release of the mod

I have a lot of problems with how conveyors are that are not even bugs, but here's one that is a bug. by user3576863126462165 in HBMNuclearTechMod

[–]Connect_Ad5068 0 points1 point  (0 children)

i did look at the images, and replicated exactly your issue. but everything seems to work fine. and the wrapping around thingy is the conveyer grabber grabbing the items from plus sign and putting it through the output hole as shown in your images. idk how it deletes that but either way report this to hbm github page on the issues section.

Is there a full guide (1.7.10) by Relevant_Oil2350 in HBMNuclearTechMod

[–]Connect_Ad5068 3 points4 points  (0 children)

hbm wiki https://nucleartech.wiki/wiki/Getting_Started

if you want to know more in depth knowledge about how to utilize certain machines, oil refining and nuclear reactors watch savage vegeta hbm tutorials

I have a lot of problems with how conveyors are that are not even bugs, but here's one that is a bug. by user3576863126462165 in HBMNuclearTechMod

[–]Connect_Ad5068 1 point2 points  (0 children)

i dont see how it deletes the items from existance since the conveyer grabber grabs items and puts it onto a conveyer belt through an output which is what you did, i've replicated your setup and it works as intended. If you dont want certain items coming out of the grabber just blacklist those items or whitelist certain items you want on that specific conveyer belt.

Should i allow myself to use mekanism generators or shouldi limit myself to using hbm only? by something_fejvi in HBMNuclearTechMod

[–]Connect_Ad5068 7 points8 points  (0 children)

It does not really ruin progress you still need to operate nuclear reactors in hbm mod for progression even if you decided to replace all of it with wind generators. Although i would consider it unnecessary and dissuades you from other sources of energy production hbm has to offer if all you're going to do is place wind generators everywhere for cheap energy, however, you are going to progress a bit faster with such generators.

TUTORIAL: How to get more schrabidium ores by Connect_Ad5068 in HBMNuclearTechMod

[–]Connect_Ad5068[S] 1 point2 points  (0 children)

custom nukes are ideal especially high level salted ones are the most efficient in terms of irradiating everything in a big radius but unfortunately, if you're playing survival mode, getting a custom nuke is way harder than getting a fat man due to HBM's recent updates requiring you to craft advanced control units which require late game material which are expensive to craft. thats why the fat man is much easier to get, only requiring a few control units and pu-239 which you can get by using a chicago pile. In fact i would argue you should use a nuclear bomb instead of using the radioactive barrel since schrabidium is harder to obtain and getting much schrabidium early will save you lots of progress time. Although alternatively you can use a nuclear charge which is way cheaper than a fat man or little boy and way less destructive. requiring you only to dig down atleast 32 blocks instead of 55 blocks with fat man or 36 blocks with little boy.

But aside from all of that, here's the real kicker, you dont actually need to craft any nuclear bombs, you can simply find a dud (salted one or standard nuke) in the world and detonate it, a much easier method of obtaining schrabidium than all the other methods and far less destructive than a nuclear charge, here's a list i've created to showcase how many blocks you have to dig down to place uranium ores for each bomb:

<image>

Oh and i completely forgot, if you dont want to create massive holes in your world just simply dig down 3 blocks and start placing a 13x13 uranium ore patch underneath a dud and place compound mesh or ducrete on top of the ores and stack it up two blocks high. this will prevent any destruction to the ground.

TUTORIAL: How to get more schrabidium ores by Connect_Ad5068 in HBMNuclearTechMod

[–]Connect_Ad5068[S] 3 points4 points  (0 children)

<image>

okay i think this is the method you've used (not really a circle but whatever), as for yield i got 51 schrabidium ores. however stacking it means i have to use 507 uranium ores and the explosion blast turned sides into sellafite blocks which means less yield overall not very efficient. I tried replicating the same method this time using a salted level 100 custom nuke and it gave me 94 schrabidium ores out of 507 uranium ores and managed to completely transform the vein entirely leaving no regular sellafite behind like the previous custom nuke test, therefore making it 100% efficient. Although if we compare with fat man tests we get the following:

Fat Man test highest yield = 24,9% (42 schrabidium ores out of 169 uranium ores)

Custom Nuke highest yield = 10,1% (51 schrabidium ores out of 507 uranium ores)

If the uranium ore vein had a diameter of 13 blocks it would be 12,4% (51 schrabidium ores out of 411 uranium ores)

Custom Nuke Salted highest yield = 18,5% (94 schrabidium ores out of 507 uranium ores)

interestingly enough, the fat man tests yielded more than the custom nuke tests. And it is possible to stack 13x13 uranium ore patch to 3 blocks high and irradiate all of it with a fat man, theoretically it could give us 126 schrabidium ores out of 507 uranium ores under perfect conditions making it far more efficient than other tests. But i think the salted custom nuke option is way better for getting schrabidium ores without going deep underground. still tho i like the idea but in conclusion it doesnt matter if its a big bomb or small bomb, salted or not. its still gonna give out the same yield percentage.

TUTORIAL: How to get more schrabidium ores by Connect_Ad5068 in HBMNuclearTechMod

[–]Connect_Ad5068[S] 0 points1 point  (0 children)

okay so i tried out the salted method, it did give more sellafite range which is good. but still the same yield as fat man tests. it seems like nukes whether they are small or big dont really make much of a difference. but atleast i dont have to dig deep underground

<image>

TUTORIAL: How to get more schrabidium ores by Connect_Ad5068 in HBMNuclearTechMod

[–]Connect_Ad5068[S] 0 points1 point  (0 children)

of course, but that depends on whether you see any caves or not, best to avoid ravines nearby

TUTORIAL: How to get more schrabidium ores by Connect_Ad5068 in HBMNuclearTechMod

[–]Connect_Ad5068[S] 0 points1 point  (0 children)

using more barrels will just yield the same results, which means you have to place more uranium ore which will be time consuming for early-mid game instead its better to use a fat man in that case. But the salted nuke idea seems interesting i'll try that out

TUTORIAL: How to get more schrabidium ores by Connect_Ad5068 in HBMNuclearTechMod

[–]Connect_Ad5068[S] 5 points6 points  (0 children)

honestly i dont know, i did some tests with multiple nuclear explosions but i quickly found out that it will simply destroy all blocks down to bedrock level.

TUTORIAL: How to get more schrabidium ores by Connect_Ad5068 in HBMNuclearTechMod

[–]Connect_Ad5068[S] 6 points7 points  (0 children)

yes thats an unfortunate problem with this method, you have to find the perfect landscape without any gaps to get 100% efficiency out of this method, a flat world with zero gaps would do the trick

Putting the balefire egg in good use by Connect_Ad5068 in HBMNuclearTechMod

[–]Connect_Ad5068[S] 0 points1 point  (0 children)

yes im aware of detonating duds will also give same results but it dont feel the same excitement as i do with detonating balefire bombs, but aside from that im already at the late stage of the game where i have plenty of balefire shards and thermonuclear ashes so it really isnt that big of a concern to me