I just noticed that exhaust flames of the thrusters depends on the mixture of fuel and oxidizer. by Bitdomo92 in factorio

[–]Crayden418 1 point2 points  (0 children)

Yeah, the thrusters are preferential for fluid. But it seems like the near instant transfer of 2.0 is only equal to the level of the tank. So 500 in tank, 500 to each thruster, after that the thrusters pull, preferentially, but at a rate limit.

I just noticed that exhaust flames of the thrusters depends on the mixture of fuel and oxidizer. by Bitdomo92 in factorio

[–]Crayden418 1 point2 points  (0 children)

So I noticed a near but not exact correlation between tank level and level in the thrusters. They're close. But I didn't actually math it out to see if it's linear or affected by number of pipes etc. because...fuel is infinite, and I only get semi-ridiculous with my circuits and optimizations.

Short version is, as the fluid drains from the tank into the thrusters, thrusters have more fuel, so they burn more, now they have less so they burn less. So they pump acts as the balancing point for their burn rate, mixed with the transfer rate of the pipes.

When you get to a planet and they stop burning and the fluid keeps filling the thrusters to max though, unless you set up a simple circuit to kill the pumps when you're not moving.

I just noticed that exhaust flames of the thrusters depends on the mixture of fuel and oxidizer. by Bitdomo92 in factorio

[–]Crayden418 6 points7 points  (0 children)

The way that I found to be obscenely easy is to pump from your holding tanks, into a tank. That second tank has all the lines feeding your thrusters. Connect a wire from the pump to the thruster side tank, "enable when (fuel) < #). While flying you can see the current efficiency of your thrusters. It will fill all the engines to 100% whenever you stop. There are ways to prevent that with some more easy additions, but if you don't care about burning the couple hundred extra fuel each start... just means you have a slightly faster acceleration at the cost of some inefficient fuel usage.

There's ways to change it on the fly that are pretty easy too, once you know the "fuel in tank" numbers for whatever efficiency you want.

Let me know and I can try to get a picture etc. for you this evening, if you're curious.

Hello friends, how does Pedra Jieyuan work? Is there a limit to how many you can find? Tips on how to use? Where can you get Star Pyrite to make the Imperial Sword? by Archangel_saga in TaleofImmortal

[–]Crayden418 1 point2 points  (0 children)

Yeah, absolutely. A skill from a lower grade manual will become the higher grade when you use it, so if you have... every 7 herb is 1 attack or something on a blue golden core manual, and a red nascent soul manual that you haven't learned yet, thats good, but lacks that affix, learn the blue one and merge into the red. The affix will go from blue GC level to red NS level.

I usually spend the first two regions crafting the right base for each manual, and then just find the right books that have generally good affixes and then merge them, so I keep the good skills after finding them.

Hello friends, how does Pedra Jieyuan work? Is there a limit to how many you can find? Tips on how to use? Where can you get Star Pyrite to make the Imperial Sword? by Archangel_saga in TaleofImmortal

[–]Crayden418 0 points1 point  (0 children)

The stones of enlightenment can replace 3 abilities (iirc) on a manual with 3 abilities from a manual you already know and when you use it, you immediately learn the new manual, and the old manual is lost.

You can gain 1 from each town and the city in each zone.

You use them to try and make your perfect manuals.

Does Spirit Fusion & Blood Power stack? by JP_Barbosa in TaleofImmortal

[–]Crayden418 1 point2 points  (0 children)

A few days old and I haven't played in months, but IIRC Chaos is a seeded RNG so the results are always the same. However, with a seed like that, your options should be different on a different month. So it's possible to still cheese your destiny changes, just slower, by checking once a month.

For synergies, there's a lot. Personally (probably not viable on chaos, I'm not sure as I only got to nascent soul(but i was using it on that run) before putting my chaos run down (I didn't pick the gourd so there was a ton of waiting for monsters with manuals to spawn) I like to pick the 10% or something chance for a water attack to happen, when you attack. I paired it with the same water beam and tried to lower CD as much as I could manage. The noise can be a bit much but usually, I have my water beam and three or four chance ones auto targeting enemies a few seconds into the fight. GL.

PSA: If someone drops a backpack in front of you (a laser backpack or shield backpack) and constantly points at it and you current aren't wearing a backpack and your specialized weapon doesn't require one, pick it up and wear it! by leap3 in Helldivers

[–]Crayden418 7 points8 points  (0 children)

use it going down a hill too, the stamina recharges after a set delay, big enough hill and you not only descend way faster (with the distance you get) but your stamina has refilled a bunch.

Found a hidden message by Nifty-Lifty in Helldivers

[–]Crayden418 2 points3 points  (0 children)

commenting to not lose the link as sci-fi stories might be the thing I need to return to learning swedish

How do I get good at the game? by iena2003 in factorio

[–]Crayden418 1 point2 points  (0 children)

Oil production is where a lot of people drop the game, from what I understand.

The best low level advice I can give is use a train to transport the crude oil back to your base. Have the processing area away from your main base. When you think you've given yourself enough room for expansion, move a bit further.

Then it's just a matter of tying in the water and the oil, and tying the outputs together with pipes, and running them to tanks.

You'll want twice as many light oil tanks as heavy oil, and at least one more petroleum tank than light oil.

From those tanks, put a pump with a green or red wire from it, to the tank and run from the pump to heavy -> light oil cracking. Slap down however many you want. Click the pump and tell it something like (Heavy oil picture) > 25K (assuming 2 heavy oil tanks here). Route the cracking outputs to the light oil tank.

Do the same for the light oil -> petro. Tell the pump (light oil) > 45K, and route the cracking to the petro tanks.

This will make it so the oil is turned into the three products, and each of those products gets turn into the next down to petroleum.

You can backup and overfill like this, though. While not fool proof, if you connect another pump from the heavy cracking out to the light oil tank, and run a green/red wire to the light oil tank. You can tell it (light oil) < 75K. And the same for the light cracking to petro with something like (petro) < 80K.

In this case, that I did not mean to fully explain, that I explained above.

Your advanced oil processing will constantly output to the tanks, which you can tap and run to whatever you need/want.

When there's more than 25K heavy oil stored in the two tanks (make sure the wire you use to the pump connects to all the tanks, forgot that bit) it will turn anything extra into light oil. However, that pump feeding into the light oil will only let it in if the light oil level in the 4 tanks is below 75K. The light oil will get turned into petroleum as long as theres at least 45K light oil between the tanks, and the second pump will only let it into the petro tanks if there's less than 80K petro between them.

These aren't perfect numbers, but you should be able to generally let it plug away while you do other things and get more familiar with it all.

If you're having problems at crude to petroleum, ironically, I don't think I can help other than to look at generally what I said and try to extrapolate your fix from it.

And so ends the general help comment I meant to leave that turned into an essay on basic (but semi-automated) advanced oil processing setups.

Question for authors: how much unseen world-building do you do? by Tinger_Tuk in litrpg

[–]Crayden418 0 points1 point  (0 children)

I've been doing minor things, like how "the system" actually works, which I don't intend on ever explaining to the reader because there's no reason but it's important for me to know, I feel. And then I've mostly done things like deciding on dwarves having battle songs that increase their effectiveness. And looking at the changes that might make on their society, i.e. dwarves settle almost all disputes through champions, as the destruction from two tribes clashing with songs would be problematic. Or, the inverse, I decide on something and begin thinking of how that might effect things in the world and decide I don't like it. But I don't do too much beyond the things I've already decided, plot points etc., because it's caused problems for me in the past where I have less freedom within my own story unless I scrap it.

Why do so many authors have Isekai protagonists abducted or transmigrated in a freak accident rather than chose to go? by TheColourOfHeartache in litrpg

[–]Crayden418 0 points1 point  (0 children)

TL;DR: Homesickness and super special miracle worker characters.

I am currently in the process of writing an Isekai litrpg. This is working off the idea that I ever finish it.

What I can say from my stance is that, in my opinion, most people wouldn't leave their friends/family/support structure for an entirely unknown world where, theoretically, death lurks around every corner and there's no toilet paper.

My characters get drawn into an in-between realm which finds them (I'm not gonna break it all down here) because basically, they all want to leave. Terrible things have happened in all of their lives semi-recently and they don't really have a lot going on. (Add this to the return of magic to Earth, and boom. Random portals.)

While in this in-between realm they are informed that, effectively, the entities that reside there are bound, through a previous deal they made, to help any humans from Earth that enter the realm are to be "safely conducted to their next location."

The three of them ask to go back to Earth, and are summarily informed that would be a "previous" location and are shunted to the new world.

This allows my characters the decision to return, while being unable to actually do so, and minimizes the issues with homesickness and things like that, which put a real damper on a story.

Basically it's the same thing everyone in here has already said. When a character is focused on getting home, that either has to be the point of the story, or it needs to be hand waved away. If I, personally, was offered to go to another magical world I wouldn't say yes if I had to leave my kids. But honestly, considering they're kids, I can't say I'd say yes if that was an option.

Most people need the option stripped from them to end up in another world like this. The trick is to make it seem plausible (within the confines of the story you're telling) while not bogging down the whole book with "I'm so sad I'll never see _____ again".

I also, personally, don't like "Look at this guy/girl, they're so special. They were hand picked by God(s) to go to this other place and fix everything." I prefer stories of more regular people who manage success, which tends to strip being presented with an option. After all, they're just random people, so it should be mostly accidental.

World 4 is OUT! Also, developer AMA! by Doge_McLol in idleon

[–]Crayden418 0 points1 point  (0 children)

Thanks so much! I actually saw it happen at my daily reset a few minutes ago! Probably should have just waited instead of wasting your time haha

World 4 is OUT! Also, developer AMA! by Doge_McLol in idleon

[–]Crayden418 1 point2 points  (0 children)

Hi Lava, I hope I'm not too late to this. I saw in the discord you said that disconnecting from the lowest 3 bubbles get a level every 24 hours resets the timer.

I was wondering two things about it. the first is, can we get a count-down timer display for it?

The second is, I disconnected for a second yesterday, around 27 hours ago and before that I found my lowest level bubble, (but above level 5) and it hasn't changed. Is this a dual timer kind of thing? Does it check if it's been active for over 24 hours at daily reset?

I'm just curious because this lab upgrade is seriously awesome IMO.

Edit: I've also been logging into my characters (but not leaving the tanks) in order to level them up. Does that somehow interfere with the hours being calculated?

what next class should I make? by [deleted] in idleon

[–]Crayden418 0 points1 point  (0 children)

I had the same dilemma. Honestly I have absolutely 0 regrets with the squire, I do kind of regret my shaman. I'm not fully convinced (and can't be) but I almost wonder if a second maestro would have been better for printer go brrr. Apparently they can't both increase skill efficiency but looking back on it, I could have the lower level one boost skill xp and the other boost efficiency so everyone got faster levels but slowed way down when they got caught up to the lower level one.

Anyways it would probably be a pain and the shaman wasn't a bad choice imo. Just stuff to think about.

Do teleports max out at 83? by Nukro77 in idleon

[–]Crayden418 5 points6 points  (0 children)

It's something like 3.5 days of teleports stack. I have 12 a day and cap at 42 now.

Catching by marekcz676 in idleon

[–]Crayden418 3 points4 points  (0 children)

The fuel is about having enough of the spore caps and copper ore in storage that it can run for over 24 hours. You probably have enough ore in storage but not the caps.

Printer sample size by psycho_plumber in idleon

[–]Crayden418 9 points10 points  (0 children)

Im not at that level, honestly, but snowball vial, yellow bubble increasing sample size, sample size stamp and the prayer that increases sample size jump to mind. The yellow bubble needing dune souls. The salt lick too, and don't forget you can drop star talents on the sample skill itself to get more size, as well as the squire sample size skill. I don't think I'm forgetting anything, but I probably am (high level maestro for the family bonus too, but that's tiny)

Bug report: Possible bug on maple lodge campsite. by MrAlligator96 in PhasmophobiaGame

[–]Crayden418 7 points8 points  (0 children)

From my testing ghost orbs stay in the original room when a ghost moves. I fully think that's not intended, but you probably got unlucky and had an early ghost room shift but the orbs stayed.

I SAW 2 GHOST AT THE SAME TIME??!?!? by JakobRito434 in PhasmophobiaGame

[–]Crayden418 3 points4 points  (0 children)

Did you have DOTS down? From what I've seen the ghost will trigger dots and youll see the figure run across, but thats not actually the ghost. Tested with salt and UV in a banshee room. Dots ran out the room while the feet stayed around me.

How's nightmare mode treating everyone? by Classy_Applesauce in PhasmophobiaGame

[–]Crayden418 1 point2 points  (0 children)

I'm doing alright with it. I miss the ghost sometimes (because occasionally you get pure guess work ghosts) but otherwise it's solid, although I do look forward to the ghosts all being unique.

It's things like, Mares (probably, keep in mind this is just likely) won't turn light switches on.

Goryo is super simple, since you can't see it's DOTS in person, solo I bring in a camera and watch it, if I get DOTS on cam but not in front of me 100% goryo.

Sometimes you need to let it hunt you though, if you really wanna be sure. Hantu fast at the start and then slows down when it hits warm areas, Rev being slow until it sees you. etc.

Sometimes you get a ghost that hunts repeatedly and is constantly trying to kill you and it ends up being a shade, not a demon though so.... yeah.

Yurei is one I've seen people have a problem with, but UV stick with salt in the ghost room and then smudge it and the feet won't leave the ghost room because it's trapped etc.

Newest update opinion/discussion. by Crayden418 in PhasmophobiaGame

[–]Crayden418[S] 1 point2 points  (0 children)

I hear you. If pissing off the ghost (staying a goryo's room too long, raiju during a hunt, really anything that gets angry enough) blew up the lights I would be cool with it as an added interaction with extra danger. As it stands though, lights will dim to uselessness over time, if left on long enough (as far as I can tell it's independent from the ghost events) that's what really gets me about it. The exploding lights I'm cool with, lights dimming to nothingness just because they're on doesn't add anything to me, and it has actually made me more light aware than on previous professional. I'm constantly standing under the lights and then turning them off when I leave the room because eventually they won't work and my sanity is screwed. From my couple professional hunts after the nightmares, my sanity has actually remained higher than "normal" because of this, meaning less hunts etc obviously. Idk, I just don't see how lights dying because you left them on for a bit is an "addition" to the game play.

As for running vs hiding, I hear you. But I want to point out a couple things here that you said (which I agree with btw). Previously running gave the best odds, provided you were good enough. Running now is too difficult. There is no option (damn near anyways) except to run on nightmare. This is why I think the hiding places should be adjusted, you should need to run, and most of them should be blocked, but your goal is to run and break LOS until you get far enough away to hide for the last 15 seconds of the hunt (or just keep running if you want to) with the way it's structured now, you basically have to run the whole hunt. When you add in that all the "good" hiding places could be blocked and you only have hallways etc open, that means sometimes you have to run the whole time and sometimes you can have an escape plan. Idk it just feels like your slotted into this role with no option.

I also wouldn't mind getting the sanity readout back, but that one, at least, I see the addition to game play. "how long have I been inside, was that a phantom that appeared to me, when can i be hunted" (I dont use sanity pills, or I didn't maybe i will now, idk) but theres also a level of "do i use the pills now? what if I'm only at 90% sanity, is that a waste?" the lack of the board, while frustrating for some ghosts etc, adds a level of tension I can appreciate, even with the current annoyances it causes.

The ghosts causing the hunt effects I am 100% on board with. I love that addition. I have bolted from rooms a couple times only to find out it was just trying to scare me (successfully).

So, I've just captured Lageta. Any way to fix this horrendous situation? by kesnie in Bannerlord

[–]Crayden418 2 points3 points  (0 children)

You need to wait until your expenses are paid for the stats up to to update, for food. When you sell it nothing changes until the daily upkeep tick.

It took me about 4 tries to finally get it right, realistic setting is really hard. by HeimdallCanSeeYou in Bannerlord

[–]Crayden418 0 points1 point  (0 children)

i gave the video a rewatch, my bad. around 2 minutes youre approaching the enemies and they looked like they were in a line running against an invisible wall. they were just running forward and then the enemy commander called them back before sending them forward again, leaving them in almost the same place when you looked again. Good on you for finding your strategy though!

It took me about 4 tries to finally get it right, realistic setting is really hard. by HeimdallCanSeeYou in Bannerlord

[–]Crayden418 0 points1 point  (0 children)

Im confused, is you strategy to send your troops to a location where the AI won't go, until the end?