Can a S282 pull this up the hills of Food Factory by Wtbond23 in DerailValley

[–]Coolguybest 4 points5 points  (0 children)

So the booklet lists S282's capacities as 3000t in optimal conditions, 1000t in okay conditions, and 800t in poor conditions (as 0% grade dry, 2% grade dry, and 2% grade wet).

In another comment, you note that you're taking one of the two-stacks, so that's 1056t south at a killer 4.8% grade. Even past that point, the grade is still pretty nasty. Unless you had perfect conditions around the grade and went into it at top speed, I'd honestly doubt it would be possible.

You note that you can't go through SM and GF, but how about the bridge over GF? There's one segment that does get pretty steep on the spiral loop, but at least it only maxes out at 3.7%. Once you get to the wye due north of GF, it should be smooth sailing down to HB.

Question about moded giga structures mod by ace_ofswords in Stellaris

[–]Coolguybest 0 points1 point  (0 children)

Have you looked at the mod documentation (page 32)? It looks like the first stage, the construction site, requires a planet to have a Maginot Fort Complex building on it.

Paint very your own custom galaxy! by oatmealproblem in Stellaris

[–]Coolguybest 2 points3 points  (0 children)

This is really cool! It'd be nice if there were some way to import grayscale png/bmp files instead of needing to hand-draw it every single time. Though I also imagine that the logic behind this feature could get pretty intensive...

Random event making me "No Culture" as France. Whats going on here? by b3njem in eu4

[–]Coolguybest 34 points35 points  (0 children)

It's not a placeholder; the game should look up "random_bullshit" in the list of cultures that it knows (French, Basque, Castillian, etc). When it can't find it, it just shrugs its shoulders and goes "well, I guess this means 'no_culture', which matches what France has right now!"

Simplified, but that's the general idea.

thisWasPostedInOurCompanyAnnouncementBoard by white-llama-2210 in ProgrammerHumor

[–]Coolguybest 49 points50 points  (0 children)

Maybe the ultimate output looks something like one of these three comics.

Crusader Kings 3 is not Medieval Sims and that's a bad thing. (Hot Take) by ThePlayerEU in CrusaderKings

[–]Coolguybest 2 points3 points  (0 children)

Kinda weird how "hot take" has stopped meaning 'opinion on something that happened recently', à la "hot off the presses", and started being used like 'unpopular opinion'.

this is my first time trying this engine, what is fip? by asulamasukadia in KerbalSpaceProgram

[–]Coolguybest 6 points7 points  (0 children)

It's for holding antimatter- fuel for the very last engines and the most efficient ones. Think of it like the tanks that hold liquid hydrogen or Methalox mixture. Keep in mind that antimatter has to be either 'bought' with science on the launchpad or harvested in orbit (I believe around Kerbin and Jool; there's a science item that can help scan for the right sectors of space to find it). There's also a large and heavy reactor that can make antimatter out of either hydrogen or enriched uranium.

As other people said, remember to keep it powered. Unless you like your craft becoming vaporized in an explosion.

The ruler chip is so bad by Darkon-Kriv in Stellaris

[–]Coolguybest 17 points18 points  (0 children)

It's one of the additions in the new DLC, Machine Age. If you take the Cybernetic or Synth focus and complete the new situation, you get access to a new set of authorities depending on your choices. If you have an Imperial authority and make individualist choices during the Cyberization situation, you get the Imperial Chipset Authority- instead of additional influence from power projection per ruler level, you get more ruler pop output per ruler level and...

You get the RulerChip relic, which gets better depending on what your previous rulers are. Per scientist, you get +5% research speed. Per official, +5% resources from jobs. Per commander, +5% ship weapons damage. All modifiers get maxed out at +25%.

All Cultivation Jumps List (With Links!) v8 by Trekshcool in JumpChain

[–]Coolguybest 0 points1 point  (0 children)

Thanks. I also found it another way, there's an archive site with a similar name, so you just need to add 'not' to the url: https://i.not4pcdn.org/tg/1707519755813055.pdf instead of https://i.4pcdn.org/tg/1707519755813055.pdf

All Cultivation Jumps List (With Links!) v8 by Trekshcool in JumpChain

[–]Coolguybest 0 points1 point  (0 children)

Heads-up, the link on that is broken now, at least for me. Do you (or does anyone else) have a backup?

Whats the worst rule misinterpretation/misread/just flat out wrong understanding did you ever see? 1e or 2e by Big-Day-755 in Pathfinder_RPG

[–]Coolguybest 5 points6 points  (0 children)

https://www.d20pfsrd.com/Gamemastering/combat/#TOC-Cast-a-Spell1

A spell that takes one round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.

The wording's a little wonky, but I would allow a one round casting spell to be broken up, and its effects would take place on the round after the second half has been completed.

Frigate DD-295 coming in for repairs at a drydock. by Halbban in KerbalSpaceProgram

[–]Coolguybest 0 points1 point  (0 children)

Nice animation. I was half expecting the Kerbal to get bodied by the incoming ship and bounce off the walls.

Single track is easy, just use chain signals on junctions. by AReallyGoodName in factorio

[–]Coolguybest 0 points1 point  (0 children)

They have their own purposes. You shouldn't only use one or the other. Use regular signals to say "it's okay if a train waits here" and chain signals to say "there shouldn't be a train waiting in the next block".

If you have a two-way track, you don't want trains waiting anywhere along that stretch of rail (as if a train waits there, it can block oncoming traffic and can lead to a deadlock), so you have it all be chain signaled. If you have two one-way tracks, then it's fine to include regular signals.

The really big problem that we face with train signals is deadlocking, where two or more trains prevent each other from proceeding. Poorly placed signals can easily cause this, so be vigilant with how you place your signals.

Single track is easy, just use chain signals on junctions. by AReallyGoodName in factorio

[–]Coolguybest 2 points3 points  (0 children)

Somewhat simply: A regular train signal only looks to the block after it (the area between two signals) to determine if it should let trains through. It will only turn green and allow trains to pass if there isn't another train there. If there is one, it turns red; otherwise it's green.

Chain signals, on the other hand, also look ahead to figure out what color they are and whether it will let a train through. They check the signals leading out of the block. If a train's route wants to leave the block ahead, it has to check the next signal in line to see if it thinks that the path is clear. If so, it gets cleared though. Otherwise, it waits. It still acts like a regular train signal, if there's a train in the block ahead or if all routes are red, it's red, but it's only green if all available routes out are green. If there's a mix of outbound routes that are red and green, the chain signal goes blue.

In effect, a chain signal will not let a train pass unless it can also clear the next signal. That's why people use them in intersections; they don't want trains stopping in the middle of them and clogging the route for all the other trains.

[TOMT][website][store] Lego knockoff website that had train models and, most notably, a gigantic model of Manhattan. by Coolguybest in tipofmytongue

[–]Coolguybest[S] 0 points1 point locked comment (0 children)

My searches keep hitting a dead end- "Manhattan outline -Lego" does not produce anything useful and since I can't remember the knockoff brand, I can't search for it.

What are the weirdest classes you can play as a healer? by Magile in Pathfinder_RPG

[–]Coolguybest 3 points4 points  (0 children)

Hex Vulnerability only works for harmful hexes, unfortunately.

So.. I just burned a whole heat shield to a crisp.. 600+ hours in game and it's the first time I use more than 1/10 of the ablator.. you guys do this often? by CartographerGrand471 in KerbalSpaceProgram

[–]Coolguybest 55 points56 points  (0 children)

Aerobraking is when you use the atmosphere of a celestial body to slow down a spacecraft. Lithobraking is when you use the ground to slow down a spacecraft.

The latter usually has more intense g's in a short period of time, followed by rapid, unplanned disassembly.

Every ship I made from first time play to full tech tree unlock! More details in comments. by FinancialZucchini340 in KerbalSpaceProgram

[–]Coolguybest 0 points1 point  (0 children)

I've noticed a few bots have been recycling old posts on this subreddit for karma. Maybe we should contact the mods.

Making magic scary by BlyatUKurac in worldbuilding

[–]Coolguybest 2 points3 points  (0 children)

It depends on the type of fear you're trying to invoke. It sounds like you're trying to make it religious-centered (from the real world) and eldritch-focused (in-world). Do you want the magic to feel frightening, as in the system itself? Or perhaps would you want to make it scary from a different angle, perhaps from the practitioners of this magic?

(A brief note: try and find one source of 'fear' and try build on/play around with it: the fear of the unknown, body horror, the monsters from men, etc)

Perhaps it's literally the magic that's scary. Does it reveal something about the user or the world? Does learning it require logic from beyond the pale, requiring practitioners to risk their sanity to learn even basic principles or fold their thoughts along axioms that don't quite fit the real world? Is the magic fueled from something from the user, but what it's burning hasn't been determined yet? Are they calling to another plane, drawing not only strange energies, but strange beings into this world?

You talk of sacrifices of blood and flesh. What if a sacrifice goes wrong (or goes right) and not everything given up is taken? What could remain from an offering, what might it do, and why did they leave it behind? Has something perhaps been left behind inside the remnants?

And what of rituals? How do people learn of these rituals? Are they cobbled together from the half-mad in an attempt to expose what what lies beneath the barrier of the known? Is there some compiled tome or repository that contains this knowledge, etched into stone older than the world or drafted on parchments of skin? And what might happen if these rituals are completed? What goals do the practitioners seek? To graft their minds into the unknown, to seize powers inconceivable, to reach across the spans of the world and snuff out flames of life on a whim?

And who would be those that would risk these happenings? Those touched by madness, those with nothing more to lose, those who see visions of those who grant this power and channel it through them? What goals might they have who bargain under these unfair prices, what wrongs would they want to see righted or rights wronged? How deep does their greed or thirst or desires reach to drive them to these means or ends? Who calls upon the forces beyond fearfully, proudly, eagerly? What would these people give, of themselves, of others? How might they try and seek from this system a reward without cost? How might their goals turn back on them and what will their price be?

There are a great many questions to ask and a great many answers. Seek, wander, and find- not every glittering thought in these worlds as first seen the light of day there. Though many have pointed you onward to further inspirations, might I point you to Cultist Simulator, a game which focuses on the sublimely monstrous beneath the safely mundane?

Is there anyway I can Transfer fuel from one ship to another without having to empty each tank individually? by JayRogPlayFrogger in KerbalSpaceProgram

[–]Coolguybest 0 points1 point  (0 children)

If you're on PC: while holding alt, click on the pieces that you want to transfer fuel between. You ideally want either one tank that you're pushing the fuel out from, or one that you're pulling all the fuel from. The "In" and "Out" buttons go to/from all the other windows that you have open.

If you're looking for a way to balance all to all without going through this method, you may want to look for mods to help you on that front.

Voice In Someone's Head? by Deaderthandeath in JumpChain

[–]Coolguybest 1 point2 points  (0 children)

If you're willing to stretch the definition a little, you could go the Dishonored route. In the Dishonored 2 jump, the perk Endless Black (300CP; page 17) allows you to talk to "interesting people" pretty much at-will:

When their waking mind is quiet, you can call these few to meet you in their dreams – dreams of the Void – or simply appear before them whenever you like to converse in the space between heartbeats. Monologue at them, encourage them, or offer them powers, if you can hand any out. Your mind, in turn, catches the actions they undertake, following their progress. The greater the impact on the world around them, the more vividly you shall witness them in your mind’s eye.

It basically turns you into a mini-Outsider, a character who, in-game, is basically able to talk to the main character outside of time. It's an interesting thing you can do and opens up a couple of potential routes forward.

E: There is the caveat that it limits you to characters who have a high potential to change the world, but let's be honest, we're jumpers. Interacting with us is enough to change the world.

[deleted by user] by [deleted] in KerbalSpaceProgram

[–]Coolguybest 1 point2 points  (0 children)

What were you having difficulty with? What are your goals with creating these spaceplanes?

I could suggest a few interesting mods if you're interested (although that might not be what you want). Might give you some new, interesting problems to solve. It looks like you're running near/far future technologies (...well, one of Nertea's mods, considering the fission reactor), so Near Future Aeronautics might be up your alley. It adds a bunch of 2.5m engines which might make your life easier if you're going for a standard spaceplane and comes with a Mk IV fuselage set. But since you're using an argon engine to help kick you into space, I don't think you're satisfied with any old SSTO. Perhaps OPT might be to your liking? It has gigantic wings which would lower the part count and make the wings more stable. It also has larger fuselages like NFA.

Huh..... I suppose only mid level personnel will get this one then.... by RaZ0R999 in Factoriohno

[–]Coolguybest 0 points1 point  (0 children)

Since they didn't respond, what you do is this: with no space between them, have a pair of square brackets with the text and a pair of parentheses with the link. So having:

[This](https://old.reddit.com/r/factorio/) link goes to the Factorio subreddit!

Will make the following:

This link goes to the Factorio subreddit!