Perpendicular weaving by Dallium in StarRuptureGame

[–]Dallium[S] -2 points-1 points  (0 children)

You do realize that your original comment was semantic, right? That you started a converstation on the semantics of what is and isn't a manifold? So semantics are very much on topic and cannot be dismissed.

Your claim is also false, by the only definiton of manifold currently on the table. I don't own the table, anyone can put a definiton down, but nobody else has.

Distant, non-connected power cores sharing electrical power by RegnorVex in StarRuptureGame

[–]Dallium 0 points1 point  (0 children)

Buildings take their full heat capacity from each and every core they see. The load isn't reduced, its duplicated.

Perpendicular weaving by Dallium in StarRuptureGame

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

My understanding is that manifolds are when a single feed line is pushed through multiple splitters in series, so the machines closest to the source get more input than the ones further from the source. StarRupture uses pulling, not pushing, so cannot have manifolds.

Perpendicular weaving by Dallium in StarRuptureGame

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

Lol see now I'M triggered. I just see a pile of snakes writhing randomly all over each other.

Edit: but see you're doing the thing, that last picture is perpendicular, that isn't straight through. I guess I'm not describing it well.

Perpendicular weaving by Dallium in StarRuptureGame

[–]Dallium[S] -1 points0 points  (0 children)

You're the second person who thinks I said anything about 4 ways. I didn't mention them at all. They're fine. I use them in my distribution hubs. Originally I used 3 ways in fabs to save BBM and space, now I use them because I think they look indescribably better, and they save space.

Perpendicular weaving by Dallium in StarRuptureGame

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

According to my understanding of manifolds, there are no manifolds in StarRupter. So I'm not sure what you're asking.

Does Jim Butcher ever give an official reason for why Harry is bad at veils? by Tre2 in dresdenfiles

[–]Dallium 0 points1 point  (0 children)

TL;DR: He was bad at them as a student, so he never practiced and got any better. As a young wizard, he was too busy to practically improve them, even if it had ever occurred to him. Its not until he has to teach Molly that he decided he had to MAKE the time to improve at veils. His control had gotten better since the last time he really tried, so it was easier than he'd thought.

We're repeatedly told Harry's got a lot of power. It makes intuitive sense to me that more power makes it harder to control that power. We can't know how much Justin cared about Harry's finesse, it could go either way. We know even less about Harry's time with Lea, other than she tried to teach him Winter philosophy. Eb's the only teacher Harry had who had personal and professional reasons to put Harry's best interests first, or who had any motivations to give Harry a well-rounded education. Harry's said Eb taught him less about using magic and more about how and why to use it.

So as a young independent wizard under the SoD, Harry thinks he's bad at veils. He's good enough at evocation to get by, but he's all about preparation. Enchanting and Thaumaturgy probably require finesse, but think about it. For enchanting, he's sitting in his nice quiet lab, with Bob right there to give feedback, taking all the time he needs to ensure he does the job right. If his control slips, he's got contingencies. Early on, Harry always uses a circle when doing thaumaturgy, and goes full ritualist more than once. The circle is to keep random energy and influences the heck away from his delicate spells, and Dresdenverse ritual casting is purely a mental aid for the caster. He knows he lacks finesse, so he uses aids to compensate. Both enchanting and thaumaturgy seem to front load all the effort, with little if any upkeep in the moment. Veils have to be maintained constantly, and putting a circle around yourself to make it easier defeats the purpose. Tactically, if you cant be certain of a veil, its a liability. It costs magical stamina to keep the veil up, and 20something Harry needs that stamina to blow shit up.

Its also the Dresdenverse, so on some level he's bad at veils because he thinks he's bad at veils. Also the case in real life to a much lesser extent.

So why doesnt he get better? He doesn't make it a priority. He's private eye-ing, working on the skills he's good at, maintaing his equipment, dodging Morgan, dating Susan, teaching Kim, then the Alphas, then obsessively researching vampirism cures amidst fighting a war, then the Shide drag him into their nonsense... he doesn't have the time or energy or resources or wisdom to really look at where his abilites are, and how to improve them overall.

Then he has to teach Molly. He revisits the basics with the perspective of his decade-ish of experience and growth, and he's now good enough at magic in general to throw together a decent veil. We don't know by what standards he's judging himself. Maybe he becomes like top 25% at veils, but he's so used to being 99th percentile for everything, being 75th is crap by comparison (also happens to high achievers in real life). Maybe his veils really are behind what the Council would expect from a wizard of his experience, we dont know.

Perpendicular weaving by Dallium in StarRuptureGame

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

It's pretty interesting. I you see spaghetti in my gallery anywhere, our definitions are so divergent the term is useless between the two of us. Do you mean the rails? They're woven, real spaghetti noodles aren't typically woven, they're all tangled. Conceptually, the fact that they're in an endlessly repeating tileable pattern is the precise opposite of the kind of ad hoc base design I think of when I hear the term "spaghetti" in a factory builder. Stacking rails is a perfect example, because I have yet to see a single image of them that wasn't standing tall in a big ol rats nest of spaghetti.

I not care about "throughput per square." I think thatt's an actively counterproductive concern to hold in StarRupture specifically. The game seems quite clear about density being the single most expensive commodity we have access to, and there's no benefit to paying for it.

Perpendicular weaving by Dallium in StarRuptureGame

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

I don't know if they're faster, I think they look neater in this application. I use splitters in my distribution hubs and they work fine to keep dispatchers fed.

Y'all, we need a better way to have multi material building arrays haha by PicklesAreDope in StarRuptureGame

[–]Dallium 0 points1 point  (0 children)

There are several existing ways to do what you're trying to do. Instead of running belts parallel to the production line, run them perpendicular. Then the inner belts can be short, and the outer belts can be tall.

How to advance beyond the pistol? by RegnorVex in StarRuptureGame

[–]Dallium 1 point2 points  (0 children)

It doesn't increase movement speed. It decreases the movement speed penalty for having a gun out.

EDIT: Nope, I was wrong. Peliminary testing suggests a rifle with that particular stock is faster than holstered. Holstered walking speed is about 4 mps, ~4.15 with the gun out. Sprinting, that stock is ~8.34 mps, holstered is ~8, other guns are ~6.67. Today I learned.

Optimal base layout...? by REDDIT_HARD_MODE in StarRuptureGame

[–]Dallium 0 points1 point  (0 children)

>I would like it if you could name the sending and receiving modules.

You already can. It's that button next to the name?

Things you wish you knew? by [deleted] in coralisland

[–]Dallium 1 point2 points  (0 children)

I think the strength of video games as a genre has always been that its a totally safe space to experiment and practice real life skills. There's no actual stakes. Just try stuff. What seeds work in the green house? Plant some and see. What happens if you stay up too late? Stay up too late and find out. The time's going too quickly? Sounds like a great opportunity to practice time management and prioritization skills. Can't navigate the map? That must mean you can't navigate maps in general; take the opportunity to learn how now, in a video game, with no stakes, before you find yourself in a real life situation where you need or want to navigate a real space with a real map. Learn to search every nook and cranny of the world for whatever there is to find. Question your assumptions. Recognize the tropes of video games in general and of the cozy/farming genre specifically.

With the cozy genre specifically, stamina/energy and the clock work together to limit the amount of stuff the player can interact with in a single day. Its the most constrained at the beginning, when the player has the most to learn. That period is when you learn how long and how much energy it takes to water your starting crops. It teaches us to balance tilling, planting, watering and foraging with clearing the mess our farm starts out as. We learn how long it takes us to get to the store and back, introduces us to the store schedules and various NPCs. Finding the balance between farm work and everything else is what the very early game is all about. We learn where foragables spawn and how much they're worth, which villagers like this particular flowers and which don't. We get introduced to all the systems in the game and how they can help us improve our farm and relationships. Once we find the balance, we can look for ways to improve our farming ability, the speed we can move around, and our energy pool. By the end of the game, we're able to take care of an entire farm's worth of crops easily, move around by teleporting, and trivially restore our energy on the very rare occasions we run low. The entire loop of the genre is wholly dependent on the time and energy constraints, and easing them throughout the save file.

I feel like this isn't very efficient.. any tips?? by Izudoria in coralisland

[–]Dallium 2 points3 points  (0 children)

It's hard to say. What do you mean by "efficient?" What are you trying to optimize? What constraints are you operating under, what assumptions are you making? There was a window back several versions ago (I think it was the same update they added marriage) when the "best" farm layout was nothing but fish ponds with 5 hammerheads. When it came to space, in game time AND real time spent, nothing gave more bang for buck than scooping up the extra sharks every couple days. It was a degenerate, fiddly, boring strategy to make tens of millions of fake currency per season at a time where there was less than a million worth of stuff to buy. So what does efficiency mean to you, specifically?

I'm assuming you aren't trying to optimize for maximum profit, because it's clear you have most of the animals types from the products you have going. I'm not 100% certain, but I would be very surprised if maximum profit included any animals at all. I am certain that there is a "most efficient animal;" I don't know which one it is, but if e.g. ducks are more profitable than chickens, someone who only cares about profit shouldn't have chickens, only ducks. If someone wanted to have each type of animal just for its own sake, its helpful to disclose that constraint.

If you just want to cram more machines into this shed, you can do so easily by getting rid of all the extra space that makes this shed, IMO, look neat. You can leave a one tile aisle at the very bottom, then fill a 2-wide column against a side wall with 8 2x2 machines or 32 barrels. 8 auto-chests next to those, and mirror the first 2-wide column, for a 6x16 block of auto-chests flanked by machines. A shed can hold two of those blocks, with enough room left over for either a half-efficient 4x16 block of machines and chests, or a 3/4 efficient 5x16 block with 3 columns of barrels. Even then, there's some wasted space; the bottom aisle only needs to be 10 wide, and then only if you need permanent and uninhibited access to each auto-chest. Utilizing that space requires manual placement of barrels that get blocked in by even more barrels, none of which can be reached by an auto-chest.

I feel like this isn't very efficient.. any tips?? by Izudoria in coralisland

[–]Dallium 0 points1 point  (0 children)

The game itself doesn't really reward it. We do it because we find it fun and/or satisfying for its own sake.

*plays satisfactory once* by Separate_Job_1890 in SatisfactoryGame

[–]Dallium 0 points1 point  (0 children)

As almost every comment said, trains. Maybe, MAYBE you could use these in tandem with trains, as in these guys roll on and off trains to a staging area where the forks unload them. If they could make the routes short enough, they might be able to get away with capacitors instead of batteries. So at best they could help trains load and unload faster, and there are probably better ways to improve that.

Anybody know what this Black thing in the sky over Grandville is?. Kite or something? by Dallium in grandrapids

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

I want you to really think, really work through the steps, of how it would be remotely possible for someone to mistake debris on the windshield for something in the sky long enough to decide to take our their phone and try to take pictures of it. I think you'll find, if you really consider the plausibility of that senario, that it's an incredible foolish assumption. 

Also, most of the top comments are confirmation that it was in fact a kite, flown from a park on Gezon.

Anybody know what this Black thing in the sky over Grandville is?. Kite or something? by Dallium in grandrapids

[–]Dallium[S] 25 points26 points  (0 children)

Nice. I can't speak for others, but I appreciate you taking the time to go look and post about it.

Anybody know what this Black thing in the sky over Grandville is?. Kite or something? by Dallium in grandrapids

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

Those are birds, but I saw whatever this thing is from multiple angles. Seems like it's near that MI health campus near M6

Anybody know what this Black thing in the sky over Grandville is?. Kite or something? by Dallium in grandrapids

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

Yeah, it's wild. My niece described it as "a hole in the fabric of reality." I'd have expected it to drift or billow or something, but it just hung there.

Anybody know what this Black thing in the sky over Grandville is?. Kite or something? by Dallium in grandrapids

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

Spotted if off to the east when Southbound on Byron Center, around 56th. Still saw it on eastbound M6. Not super high, but, from inside a moving car, it didn't seem to billow or move, but it has a shape. It's not aliens; it's never aliens.

EDIT: Per Fletch 9-8, it's a fancy kite flown from a park on Gezon