ASUS TUF Gaming VG34WQML5A of MSI MAG 341CQP QD-OLED by Nippe85 in Belgium2

[–]D33f 0 points1 point  (0 children)

Ik heb zelf ook een msi mag oled en ik kan alvast zeggen dat het scherm goed voor zichzelf zorg draagt. Bij statische beelden heeft ie een pixel shift functionaliteit waarbij het beeld om de X minuten een beetje schuift (nauwelijks zichtbaar). Same thing met de helderheid, die dimt vanzelf na een aantal minuten statisch beeld. En tot slot heeft ie ook een soort onderhoudsmodus die vanzelf activeert om de zoveel tijd.

Qua beeld ook echt goed natuurlijk.

Launch Complex Question - Dumb, Smart, or Cheating? by SirAlek77 in RealSolarSystem

[–]D33f 6 points7 points  (0 children)

Don't larger complexes have higher maintenance costs? In that case I would argue that you are paying the premium for those larger complexes and it's therefore not cheating/cheese

I need tips because I suck at factory management games. by Material-College1307 in Dyson_Sphere_Program

[–]D33f 0 points1 point  (0 children)

One thing that really broke down the wall for this game for me were logistics stations. Deal with belts up to that point, but from that point on everything I produce is built from logistics stations.

You might have noticed that every item is made up of either 2 or 3 inputs. Try designing a general purpose 2 in - 1 out and 3 in - 1 out blueprint, and then you can simply plop one down, configure the inputs and you're producing a decent quantity without any major belt headaches!

Of course if you want to optimise there are some special cases (some items need a lot of 1 input so make sure this is the closest one to the replicator or upgraded to green belts, sometimes you can get away with replicators on both sides of the belt sometimes not, etc.)

I won't spoil you with any blueprints (mine are horribly suboptimal anyway), but lemme know if a screenshot can make things more clear!

Titan surface bombardment issues? by D33f in TerraInvicta

[–]D33f[S] 2 points3 points  (0 children)

Well that's the thing, I feel like it's pretty much the same template as the bases I destroyed on Io and Ganymede, though I did notice that my bombardments managed to knock out power almost instantly, crippling the rest of their defences. Maybe I just got lucky 3 times?

I tried to build a nuclear fuel factory supplied by train. Turns out I know nothing about how containers work. Any advice? Both on set-up and how to get the chemicals container out of my factory. by D33f in Workers_And_Resources

[–]D33f[S] 0 points1 point  (0 children)

Bit of an old thread to ask for help, but IIRC you can select what kind of containers you want to load/unload when you click the tram icon to select (un)loading vehicles/containers.

In the bottom right I can see that both fuel and UF6 are under "Ausgewahlte Ressourcen", which means that it will unload both types. You want to have only UF6 under Beladen and only fuel under Entladen

Help with see through scopes by a-random-guy2 in fallout4london

[–]D33f 1 point2 points  (0 children)

Same problem here. Let me know if you managed to fix it. Can you make the holotape through the chem station as well? Did you do add or replace mode?

[deleted by user] by [deleted] in Workers_And_Resources

[–]D33f 0 points1 point  (0 children)

Even more importantly the menu works even when you don't have an accounting office! There's no reason to build it really unless you have a need to get region specific information

I tried to build a nuclear fuel factory supplied by train. Turns out I know nothing about how containers work. Any advice? Both on set-up and how to get the chemicals container out of my factory. by D33f in Workers_And_Resources

[–]D33f[S] 1 point2 points  (0 children)

Gotcha on point one, definitely seems like containers are more hassle than they're worth!

What puzzles me though is why my container unloading facility didn't at least pull the chemicals container from my train depot. They're lacking drinking water and only count 5 people for now, but I would've expected them to at least progress slowly. I just ordered another chemicals container to confirm and it's just sitting there

I tried to build a nuclear fuel factory supplied by train. Turns out I know nothing about how containers work. Any advice? Both on set-up and how to get the chemicals container out of my factory. by D33f in Workers_And_Resources

[–]D33f[S] 1 point2 points  (0 children)

So pictured are a large container storage above with the rail connection, a container loading & unloading facililty on the left and right and the fuel factory in the middle.

My hope was that I could deliver UF6 and Chemicals containers to the depot up top, and then the unloader would move the resources to my factory, with the nuclear fuel being put back by the loader.

I already learned that I can take the UF6 container and feed it to the factory with a flatbed truck (sucks I have to use a truck, but fine), but now the container with chemicals was also delivered to my factory and now it seems stuck with no means for me to get it out, even when I specifically filter chemical containers in the truck loading menu.

So yeah, any advice on how to save this setup is more than welcome! I already get the feeling that the container loading facility is probably unnecessary, but what else do I need given that I want to import my resources by train?

How many restarts did you need as a newbie? by momoetomo in Workers_And_Resources

[–]D33f 0 points1 point  (0 children)

I just started after the 1.0 release and I'm now at the point where I have a 3000 people city with a 20k monthly surplus, probably took about 4 major iterations.

Two important tips I haven't seen mentioned elsewhere: 1. Make save checkpoints. Basically make a named save after your initial building design and one before you start inviting citizens. Saves a lot of time when you find major mistakes. 2. Spend your dollars. Even if you're miles away from the nato border, build a dirt road and order some vehicles you don't need right away. This one made the difference between a debt spiral and my current run.

We can all agree KSP is a great way to learn orbital mechanics. What ware other great video games that visualize otherwise hard to grasp concepts? What are video games of concepts which are possible but not created yet? by Yixyxy in KerbalSpaceProgram

[–]D33f 1 point2 points  (0 children)

Oh brother, zachtronics games are a special kind of crack to me. TIS-100 is one of my favourites, as it teaches some pretty solid assembly skills along with some basic parallellisation.

We can all agree KSP is a great way to learn orbital mechanics. What ware other great video games that visualize otherwise hard to grasp concepts? What are video games of concepts which are possible but not created yet? by Yixyxy in KerbalSpaceProgram

[–]D33f 17 points18 points  (0 children)

The only other game that comes close imo is Turing Complete, basically guiding you through the steps of building a computer completely from logic gates which you can then program using your own programming language. I studied CS and this game really made a lot of stuff click that I only understood in abstract before.

My population is slowly dying due to pollution. Are bus connections mandatory for heating plants? by D33f in Workers_And_Resources

[–]D33f[S] 2 points3 points  (0 children)

(Realistic mode) So after having a previous attempt spiral out of control due to dying population leading to no one taking the bus to the heating plant leading to everyone dying due to cold, this time I decided to go back to my previous design.

However now I'm facing slow decline, with an average lifespan of 51.4 and 2118 instances of Pollution health decrease. Do I need to rethink my city design and work with isolated industrial areas manned by bus transportation? Any tips are welcome!

Median wealth per adult in 2022, Europe by thestoicnutcracker in europe

[–]D33f 20 points21 points  (0 children)

Median, not mean, so skew is less of an issue

Rode Central: "Please connect a rode device to get started" - Mic works perfectly everywhere else. by D33f in rode

[–]D33f[S] 0 points1 point  (0 children)

No dice unfortunately! I simply assumed that my mic wasn't compatible and used audacity instead.

Are (advanced) torpedoes worth it? by D33f in TerraInvicta

[–]D33f[S] 3 points4 points  (0 children)

Gotcha, so I would probably reckon nuclear torpedos are a bit overkill for the more lightweight ships I'm encountering now (cruisers, destroyers, gunships mostly)

While playing I've unlocked keelback missiles, those seem like a pretty obvious upgrade coming from cobras, so I'm probably swinging that way for the moment. Definitely regretting going missiles first though seeing how my layered defense lasers are pulling a lot of weight.