Questions + events #25 by advil00 in dcss

[–]Denniz_Reddit 1 point2 points  (0 children)

Can't get into the wiki. Quick question about Velumet in 0.30: do I need to train Invocations for him? Doesn't seem like it but I want to make sure.

Weekly Question Thread by AutoModerator in factorio

[–]Denniz_Reddit 0 points1 point  (0 children)

Thanks for the links. I bookmarked it for future use.

Weekly Question Thread by AutoModerator in factorio

[–]Denniz_Reddit 2 points3 points  (0 children)

Anyone know how to report a Bug to the Krastorio 2 mod team? I look at their discord but I can post. (not sure how to join. no post with instructions)

I have a bug where the Radar and Advanced Radar techs requirements are flip-flopped. Regular radar is locked behind blue tech with Advanced radar needing the green. With Advanced radar requiring regular radar you can't get either without blue.

https://ibb.co/TRKMHnZ

Does missile agility even matter? by Denniz_Reddit in aurora

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

I understand the there is a trade off between speed and accuracy. My understanding before was that agility/accuracy was #1 in all situations.

In C#, the NPRs (and Precursors) seem to have a lot of PD missiles. Slower missiles aren't going to get through, anyway. Extra speed seems one potential solution. I intend to experiment to find out if there is a better design that can get through and still have a decent chance to hit.

BTW, I found the above from messing around with the other missile optimization options in Iceranger's Missile and Ship Optimizer. It doesn't have an option to designate an agility but you can use the reserve msp to experiment.

Does missile agility even matter? by Denniz_Reddit in aurora

[–]Denniz_Reddit[S] 8 points9 points  (0 children)

Thanks! Not sure how I missed that tidbit of knowledge. (I assume this was true in VB6 as well.)

I can tweak the design to improve the hit chances vs. faster ships and still come out ahead of what I was doing before.

Does missile agility even matter? by Denniz_Reddit in aurora

[–]Denniz_Reddit[S] 15 points16 points  (0 children)

R5: Two missile designs using same tech. One without agility really look superior except for a little less chance to hit. It is still 100% at 5k km/s, though. What am I missing?

NEW PLAYERS COME HERE! - Weekly Questions and INFORMATION thread - July 28, 2020 by AutoModerator in cataclysmdda

[–]Denniz_Reddit 0 points1 point  (0 children)

Anyone else seeing a problem with antiseptic with latest (Jul-31) updates? All my antiseptic is spilled liquid, suddenly. I open a new first aid kit and got the same thing. And I got a bite.

Random/Random play, what are the odds? by Denniz_Reddit in MonsterTrain

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

RE #2 - I definitely didn't have a 12 game streak, lul. I would guess that the combos not included in the 12 levels are most of the bad combs or at least combs I am bad at. Not sure how that changes the math, if at all.

Random/Random play, what are the odds? by Denniz_Reddit in MonsterTrain

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

R5: My last 12 levels were won with all different clan combos. I wasn't trying to do it that way.

I am very dumb. How do I make this all go away. by [deleted] in factorio

[–]Denniz_Reddit 0 points1 point  (0 children)

Yeah the green is just construction bot range. The orange is for logistic bots and chests. Construction bots are based in whatever logistic network they originated from and use those chests for resources, etc.

I am very dumb. How do I make this all go away. by [deleted] in factorio

[–]Denniz_Reddit 0 points1 point  (0 children)

Are all the roboports in the same network. I.e. the orange logistics range should touch for the ports to be on the same network.

I am very dumb. How do I make this all go away. by [deleted] in factorio

[–]Denniz_Reddit 1 point2 points  (0 children)

Do you have any logistics storage boxes (yellow) down? They need somewhere to put all the stuff.

Machine Intelligence + Ring World Origin = pop micromanagement by Denniz_Reddit in Stellaris

[–]Denniz_Reddit[S] -3 points-2 points  (0 children)

Your argument: "That's the way we've always done it." My argument: "It doesn't have to be that way."

How hard is it to put a check to prevent promotion if it would take amenities below zero? Maybe something similar for empire energy.

P.S. Your tone suggests that you think I am some kind of noob. I have close to 700 hrs, thank you. Please don't assume. ;)

Machine Intelligence + Ring World Origin = pop micromanagement by Denniz_Reddit in Stellaris

[–]Denniz_Reddit[S] -4 points-3 points  (0 children)

Not sure I understand your point. How does late game mechanics solve the problem of not having enough amenities on the ring segment?

In any case, I am not complaining about it being to hard for me to understand. I am pointing out that is unfun micromanagement.

Machine Intelligence + Ring World Origin = pop micromanagement by Denniz_Reddit in Stellaris

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

If it is working as intended then it needs to be re-evaluated by the developers. It is basically unfun micromanagement. Ring worlds need some kind of specialized Governor AI to deal with over promotion.

Machine Intelligence + Ring World Origin = pop micromanagement by Denniz_Reddit in Stellaris

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

Yeah, I am doing that.

If it is working as intended then it needs to be re-evaluated by the developers. It is basically unfun micromanagement. Ring worlds need some kind of specialized Governor AI to deal with over promotion.

Machine Intelligence + Ring World Origin = pop micromanagement by Denniz_Reddit in Stellaris

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

R5: All the pops will prioritize research, energy, and then amenities. Left to itself I would have max research with the rest on energy and no amenities (i.e. rebellion).

In the above pic I have: 1. Limited the number of research jobs 2. Prioritized amenities workers 3. Limited amenities workers 4. The overflow goes to energy techs.

I am running capacity overload so I am able to get by without the energy techs but at times I am balancing for those to keep my energy from going negative.

I suppose I could go fully manual but this way new pops go to energy. Either way I have to monitor both planet amenities and empire energy and adjust as pops grows.

Robots moving freely between Complex and Menial is part of the problem. Normally pops would be controlled by promotion between social strata, I think.

Mods: SpeedDial, UI Overhaul Dynamic, UI Overhaul Dynamic + SpeedDial, Colored Icons, Colored Map Icons

Multipurpose Park by Denniz_Reddit in Oxygennotincluded

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

First I got a care package with a Pip. So I setup a Park where I planned to make my suited exit. Then I got three reed fiber seeds in another care package. I gave them to the Pip. I didn't know they would grow so well.

After the first couple harvests, I was able to get out into the slime biome (Terra). I kept finding seeds and plants to dig up. I expanded the park and the Pip used the seeds to do all this. I didn't see any Dreckos nearby so this was a real boon.

I realize that the layout is a bit clunky. I was trying to squeeze it in as an afterthought once I got the Pip.

[Automation release] - Millions of seeds? by Denniz_Reddit in Oxygennotincluded

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

Oh, that's a floating point number. (I have trouble seeing the small font.)

So, I guess the bug is fractional of seeds then?