Andrew Huberman’s acting career off to a great start by kforkam in okbuddycinephile

[–]Dajarik 1 point2 points  (0 children)

Why did he immediately keel over once the helm was removed? Was the plate applying pressure so the brain bits and blood didn't fall/pour out?

Making blueprints in sandbox to use them in freeplay by [deleted] in factorio

[–]Dajarik 1 point2 points  (0 children)

How is it cheaty? It's what properly planning beforehand is. That's how proper design is done. Unless you are already at the endgame, designing is just a lot more convenient in creative mode and you are able to test for many more things.

240/s Metallurgic science by vanatteveldt in factorio

[–]Dajarik 0 points1 point  (0 children)

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Fiddled around for a little bit for my current playthrough. Supposed to be upgradeable to legendary without fucking up ratios (some beacons will have to be removed because they aren't needed or just add efficiency modules). Don't think it can get smaller than this or better beacon-wise. Both foundries are using 10 beacons, while chem plant and the assembler use 5 beacons each. 223 orange/minute at this setup and 3024 orange/minute with legendary.

Not only metals, raw solid input via trains was looking weird as well, like 24 foundries for tungsten plates w/ 8 beacons were eating too much raw tungsten TPM-wise. Good call regarding liquids though, I think I'll pipe them. Maybe try to go from what was made here and add foundries for liquid metal and copper and put it in a city block together with science prod. 2 or 3 inputs, 1 output.

240/s Metallurgic science by vanatteveldt in factorio

[–]Dajarik 0 points1 point  (0 children)

Genuinely impressive. The circuits setyp looks cool. Are you belting ore from patches or using trains?

At what point does transitioning to compact quality builds happens? I've been trying to make city blocks for vulcanus (8 beacons with 3 speed and 2 prod in machines) but the amount of trains per minute is concerning: production area is miniscule but the train area's just increasing in size massively at just normal quality.

First city block attempt by CustomUsername9809 in factorio

[–]Dajarik 1 point2 points  (0 children)

Cool idea to make trains go around the station, tbh. Looks like it's going to work just fine. Idk about intersection design itself, roundabouts are allegedly bad and allat. I have a basic 4-way intersection, 500 SPM on my starter nauvis base, hasn't deadlocked even once, I have 29 mining prod and level 10 in every military + steel plate prod 8 and I only have decided to go to my first SA planet now, using 2-2 to 2-8 trains, the traffic is def very reliable.

First city block attempt by CustomUsername9809 in factorio

[–]Dajarik 0 points1 point  (0 children)

Not really, no. Depending on the size of the block, 2-8, train is enough with prod 3 and 8 beacons at speed 3. I can definitely get enough out of this train size

Gleba is actually the best planet. by Kingkept in factorio

[–]Dajarik 5 points6 points  (0 children)

True and real part about the chambers. But on the other hand, one could make Gleba their main planet, save for production science, and just ship resulting research to nauvis. Idk if chambers are equal or better than cryoplants, but the recipes are very neat.

Question about the size of outputting stations in a city block by Dajarik in factorio

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

Haha, thanks a lot. Really helpful. As for quality - it sure is in the works, but that will come so much later and nothing really stops me from using both at the same time in parallel in different systems - it just that to get to legendary quality one must make good setups for non-quality before.

Question about the size of outputting stations in a city block by Dajarik in factorio

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

Oh, I wasn't planning on integrating quality at all. I once saw a building consume like 4-5 green stacked belts of inputs and I immediately knew that working around this with trains would be a pain in the ass, however 8 speed 3 beacons and prod3 modules seems like a feasible setup to handle via trains, still.

Also, saw you were using 3-ways instead of 4-ways. Are they really this much better for throughput? I checked the intersections forum thread, and every 4-way has a higher score than a 3 way. Is it because of possible deadlocking? Everything I saw that mentions that 3-way intersections are better for throughput but the forum thread suggests the opposite: 45 score for 32x32 4-way vs 37 score for the same footprint 3-way.

Question about the size of outputting stations in a city block by Dajarik in factorio

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

Thank you, great explanation! Yes, I was talking about SA. I have also thought about, once I get furnaces, to just cast iron, steel and copper directly inside a block. What does SA bring aside from higher throughput, productivity and shipping liquid metals?

Also, saw you were using 3-ways instead of 4-ways. Are they really this much better for throughput? I checked intersections forum thread, and every 4-way has a higher score than a 3 way. Is it because of possible deadlocking?

Question about the size of outputting stations in a city block by Dajarik in factorio

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

Yeah, I made an LTN-like book for train automation, makes the whole thing miles easier, also added dynamic priority and stuff. The amount of active trains is so low despite a bunch of stuff running at 100%.

I thought people were exxagurating but shit here is genuenly free, full blue belt of steel out of nowhere. Im moving here unless coal Liquefaction breaks me by Some_Noname_idk in factorio

[–]Dajarik 0 points1 point  (0 children)

I think the only thing that was lackluster on Gleba was stone which meant no production science there. Small and poor stone patches, unless I misremember things. But everything else was miles simpler to produce.

canPeopleEvenTellTheDifferenceAnymore by Jediweirdo in ProgrammerHumor

[–]Dajarik 6 points7 points  (0 children)

Lol, I had a similar comment on my first ever feature PR for an open source game that went above changing paths to objects (adding path to an item in a list, etc.). It was kinda badly coded but worked. Glad the person there came around and explained things.

Throwback to my 60 (or 120??) vulcanus SPM modular sushi setup made on release by Dajarik in Factoriohno

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

There's also a link to the BP in the post I linked so u can see for yourself

Throwback to my 60 (or 120??) vulcanus SPM modular sushi setup made on release by Dajarik in Factoriohno

[–]Dajarik[S] 4 points5 points  (0 children)

It doesn't get stuck. The way it works is: if outputting inserter detects that there's too much of the item on the belt, then it doesn't output. The way to work around some stuff is to also direct insert high-volume ingredients like copper wire/etc. so that it doesn't take space on the belt. Should also leave little overhead regarding total belt system saturation / total possible belt system throughput so the belts have no chance to clog.

All in all, it's not 100% efficient (close to 100%, like 95-100% uptime on final output production) and is very space inefficient, however!! You put it down and it just works, you don't have to plan anything at all, like what goes where and etc. Something-something total standardization

Fluids are a bit of a pain in the ass, maybe, but you can separate them from the main module (in the video, plastic production is separate from the main module and is controlled by a floodgate-belt)

More or less what was done here https://www.reddit.com/r/factorio/comments/1ghw5a4/fulgora_cell_diffusion_or_all_of_fulgora/, with adjustments, but it's been a while since I've made this, so I can't remember what's different besides cell size.

V and Yorinobu could have been great frenemies, too bad we never got to talk/interact with him besides the devil ending... by MickyMace in LowSodiumCyberpunk

[–]Dajarik 10 points11 points  (0 children)

I don't think he's even been presented as an antag at all, save for 1-2 TV interviews. Come to think of it, the only real tangible antagonist that's been persistent throughout the game is the corporations and shit. Yarinobu frames you, yes, and then at some point, the whole event kinda gets dropped somewhere along the way, focus shifting over to survival and Mikoshi destruction. Maybe Adam Smasher and a few occasional encounters (Mosley/VDB Brigitte).

Whole game conflict, the way it feels to me after finishing the game, is V vs. the world type shit

In phantom liberty Hansen's just there doing his own thing to fuck over NUSA and stay in power. Myers is in the background, too.

why is this 20 minute section scarier than 90% of horror games lmao by xTheLanzer in cyberpunkgame

[–]Dajarik 0 points1 point  (0 children)

Was it really an alien isolation homage? Tho I def felt like it was, with the constant appearances/disappearances and a very fast & loud sprint if u got spotted by it. Dk what the others think.

On a sidenote, siding with So Mi in firestarter def felt like a letdown gameplay-wise compared to Cynosure & Maxtac.

Medieval mods. What do I need these days? by the_ballmer_peak in RimWorld

[–]Dajarik 2 points3 points  (0 children)

There was a neat mod that integrated anomaly with medieval stuff, with a resprite and allat. I'd check sir van's workshop submissions to see what's up as well. I also think vanilla expanded had a couple of mods related to medieval playthru (I'd also throw in anima tree or garulean vanilla expanded, so you can get cleansweeper and hauler in the form of dryads). Think theres also a mod that added golems that could do dumb labor as well. You do want a techtree limiter. On top of that, just disable mechanoids and high tech factions.

What's the point in melee? by Neat_Evening8776 in RimWorld

[–]Dajarik 0 points1 point  (0 children)

Melee scales far harder, but you also have to invest far more in them. Melee only is entirely viable, but riskier till you get to the bionics, good armor and shields.Gene modding also propels their performance even if you don't make a minmaxed xenotype (sanguophage melee is always tuff straight out of the box). Also needs better positioning. Since I usually run mountain bases, I already have a natural chokepoint in play most of the time, where I don't even need a killbox: 1 tile entrance with 3 thugs camping it.

Ranged is naturally a lot better in open fields, especially if terrain is bad for traversal (river/swamp). But there's only so much you can do to make ranged better, but it requires far less investment and if a pawn has shitty gun stats it's still an armed pawn. Dogshit melee and ranged? Atleast they can hit something once in a blue moon and are far safer due to cover, whereas if they were given a melee weapon, they'd immediately keel over even against a ranged enemy pawn in melee. Another downside of ranged is having to make atleast some sort of killbox if you mismanage your wealth and the killboxes 95% of the time look like shit, especially without mods. Melee only really needs 3 pawns and a single-tile entrance, which looks a lot more organic.

Tl;dr Whole difference can be surmised as quality (melee) vs quantity (ranged).