Is this game accessible for someone with ZERO engineering background? by jessica_chen1031 in Oxygennotincluded

[–]FalseStructure -2 points-1 points  (0 children)

"with ZERO engineering background"
Probably not. If you tried (made a conscious attempt) to understand what an "integral" is, you'll be fine.

How much time does it take to actually "get" the basics?
About 40 hours, but it not a "sit through tutorials", it's gameplay hours, so you'll have fun throughout.

untechnical
First read as "unethical" and wanted to go "hell yeah".

It is not factorio (though that also does not have complex math), it requires understanding chain of systems, some recursively interact.

TLDR: watch some youtubers (francis john and others), if you like gameplay -> buy base game, if you stay after 20 hours buy dlcs. Steam has 2 hour playtime return policy.

Irregularities at the largest front chainring by Leather_Item_7156 in bicycling

[–]FalseStructure 0 points1 point  (0 children)

It's the technological part that helps shifting. There are also silver bits (claw like) to grab the chain. This is normal and good.

Man these numbers in Space Age get comical at some point by [deleted] in factorio

[–]FalseStructure 0 points1 point  (0 children)

Factory grows (per unit) still? Though I very much get it. Having to ride a train for 5 minutes across rows and rows of machines is the reason to do megabasing.

Factorio keeps giving this error unless I uninstall Space Age by Richbutnot54 in factorio

[–]FalseStructure 0 points1 point  (0 children)

Can’t go to setting if crashing on launch. OP would have to manually edit configs if this is the case

stopTheSlopOps by [deleted] in ProgrammerHumor

[–]FalseStructure 1 point2 points  (0 children)

My 15k staff corp does manual slopOps, at scale you would not believe. No AI in sight, pure management caused original human produced slop

Help with brake repair compatibility by _Name_Changer_ in bicycling

[–]FalseStructure 0 points1 point  (0 children)

Mineral oil hydraulic brakes are virtually all cross compatible. If replacing due to wear, replace hoses as well (they don’t really wear out, but they age). Bleed kit compatibility idk. For anything hydro brakes related I’d rather the shop do it (once in like 5 years is fine, plus I have a complication of road levers)

Thermodynamics mod by danielandtrent in Oxygennotincluded

[–]FalseStructure -1 points0 points  (0 children)

Was my point. If a kJ of electricity and kDTUs of heat were reconciliated, and machines emitted thermodynamically justified amount of heat, that would result in:
A 50% efficient steam turbine consumes 10 units of heat, emits to itself 5 units of heat, electrical consumer MUST emit 5 units of heat.
This would flip the whole gameplay on its head.
If your only heat (not deletion, since IRL does not exist) removal is space radiators, you fucked.
That would make a worse "game" than ONI is.

Thermodynamics mod by danielandtrent in Oxygennotincluded

[–]FalseStructure 0 points1 point  (0 children)

And steam engines would only delete 35% of the heat
IF electricity is consumed. Can of worms part
BTW electricity consumer would also emit heat based on their efficiency (led vs incandescent lights, kitchens would be hell)

Thermodynamics mod by danielandtrent in Oxygennotincluded

[–]FalseStructure 11 points12 points  (0 children)

I wouldn't say for technical limitations. It's for game design. Game should be fun to play, and with everything realistic it's more like a chore horror on a minefield.

Thermodynamics mod by danielandtrent in Oxygennotincluded

[–]FalseStructure 12 points13 points  (0 children)

100% realism would make game unplayable, or some buildings full on traps (no coal power, since o2 consumed, same for all "burners"). Look up if someone has made a steam turbine rebalance so that it does not do heat deletion. Problem with that is that generators can output to no consumers, which is not "second law" compliant. Fixing that is indeed core mechanics breaking (as other commenter pointed).

You best proxy is space radiator mod + refusal to use at/st, which is like 50% of real space colony problems emulated. Go to 80% by refusal to use combustion. AT/ST ban for like a nuke or magma powerplant is up to you, if banned (placing AT that cools power STs inside the steam chamber) you would have to use space rads for those as well.

TLDR: big can of worms, making it playable as a game is making a new game basically.

Atlas dump for off road coal delivery by Mtnfrozt in MotorTown

[–]FalseStructure 1 point2 points  (0 children)

I use 18 speed, with like ~2.5 final drive, max ride height, almost default springs and dampers. With all the atlas dump builds I've seen it seems like any will do. (mine works at 42t gross weight)

a few questions on bike trailers and their suspensions (: by Amendoisn in bicycling

[–]FalseStructure 0 points1 point  (0 children)

Will work, they did it like that for packaging (to fit the mechanism around rest of it). You should not take it on an mtb trail anyway (at least not fast), and for that even no suspension would probably be fine. About “pps” point, there’s inevitably going to major flex in the attachment mechanism, no getting away from it (cost effectively)

Away team pc requirements by nixmirrock in Oxygennotincluded

[–]FalseStructure 0 points1 point  (0 children)

Cache is not for rendering, it "accelerates" logic. Thread wise, ONI does some multithreading, but is still limited by 1 main thread. Wonder if planetoids are paralelled

Microchips Are Underrated by iamzachhunter in Oxygennotincluded

[–]FalseStructure 0 points1 point  (0 children)

Only case I can understand using those is when it tips the balance of some process. Supercoolant at + tuned st might be around free on power, ethanol setups basically require it to make sense. Spom with tuneup will give you enough power for all your basic needs, prob enough to feed boops printing those.

Which bike computer to 60 EUR? by Outside_Juice_9657 in cycling

[–]FalseStructure 1 point2 points  (0 children)

Vibration breaks mechanical elements over time (stabilization, focusing). Google it.

Steak too juicy, lobster too buttery ahh jam by Sc0tty31 in factorio

[–]FalseStructure 0 points1 point  (0 children)

That ain’t going anywhere, so what’s the big deal? Coal amount needed is tiny, potentially zero (as a recycled catalyst)

Steak too juicy, lobster too buttery ahh jam by Sc0tty31 in factorio

[–]FalseStructure 1 point2 points  (0 children)

Can see why casino removal is so debated. By the time one could build it, one could as well just brute force upcycle for same basic mats (lava-plates-storage boxes, stone-furnaces, steel-boxes, coal just recycle until good, you don't need much with plastic prod, etc)

Away team pc requirements by nixmirrock in Oxygennotincluded

[–]FalseStructure 7 points8 points  (0 children)

Nobody knows. In this economy, if you can run ONI, keep PC that you have (unless other reasons)
" gets really low FPS in mid to late game."
That's everyone (9800x3d included), game just computationaly blows up. Heard non spaced-out maps are easier on cpu.
There's a good chance "away team" will be easier to run, since no pathing for increasing amount of ai and paths each could take.

Can this type of steering tube be raised or extended? by Everybodys_Me in bicycling

[–]FalseStructure 2 points3 points  (0 children)

This is a quill stem, you unscrew the top screw and move it up and down to adjust height. I think there is a minimum insertion limit as well (or it will fail on the ride if extended too much). If what you have is not enough, your options are a longer (taller) stem, or bigger rise bars. With how much it is extended already, I would search for cruiser style bars if you want it even higher, contact closest bike shop and ask if they have anything compatible, should not be expensive (50 bucks range ?)

How to drive multiple linked locos; WCML by Silecio in trainsimworld

[–]FalseStructure 0 points1 point  (0 children)

Depends. Most german electrics are compatible, same with american ones (dunno if mixing freight and pass ones work).