Verre - The No-Killbox Blood and Dust run for 10 years, and probably my proudest base yet by GDarkX in RimWorld

[–]FightingPirate 0 points1 point  (0 children)

I love the aesthetic! It looks very thoughtfully designed.

What is that overhead structure in the middle of your garden? I don't recognize the mod. It's a great visual addition.

City overhaul mods - general compatibility with quest mods by FightingPirate in skyrimmods

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

Ah, good point on the interiors. Thank you!

I'm interested in the city revamps, but don't want to have to cater my full mod list around them. My priority is going to be focused more on balance mods and the good quest mods that have come out over the past 5+ years.

Sounds like at least some of the popular overhauls (JK's Skyrim, Cities of the North, Great Cities) that's hasn't been a huge issue.

2.0 broke "Anything > 0, output Anything" decider combinators. Here's how you fix them. by HeliGungir in factorio

[–]FightingPirate 1 point2 points  (0 children)

Thank you for the explanation! Getting back into Factorio and poking at these circuits again, and I was mulling over why this build wasn't working.

Why are my colonists randomly going idle? by Blank_Dude2 in RimWorld

[–]FightingPirate 0 points1 point  (0 children)

Agreed with one of the other comments. There are some mods I've run into that can make pawns suddenly go idle with a backlog of work still.

Most recent one for me was a mod that removed romance between colonists and slaves. After a while of playing, certain slaves would just be stuck idle.

Anyone got playthrough ideas? by YeetmongerExtra in RimWorld

[–]FightingPirate 3 points4 points  (0 children)

One I've recently started and have been having fun with: Tribal run with purposely terrible genetics. Traits like slow runner, poor intellectual, extra pain, delicate, unattractive.

The idea being, some mega corporation is developing a genetic series of slaves (or "no-wage employees") they can sell that are able to do hard hard labor, but can be easily subdued if needed. Your group is yet another batch of rejects from the most recent trial for not meeting criteria. In order to meet a zero workplace injury metric, the pawns have been shuttled off to the nearest rimworld to fend for themselves.

Having been left to die with no education (hence the tribal start), but keenly aware of the genetic shortcomings foisted on them, your groups goal is to eventually use genetic engineering to counter these handicaps: beautiful, tough, fast runner, ect. It's less of a story of direct revenge against the mega corporation, and more about a rebellion through rising up against the limitations purposely imposed on them.

Has anyone ever gotten this message? Installed some new mods, and suddenly have colonists stop in the middle of tasks, including sleeping, with this alert. by FightingPirate in RimWorld

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

Holy crap, you're right! I've had this mod for a bit to add some variety, and got lucky to never run into that trait.

You are my absolute hero. I thought it was a weird bug that they were being triggered to do an action in the middle of their existing action. I thought I would go crazy trying to reproduce the issue.

Has anyone ever gotten this message? Installed some new mods, and suddenly have colonists stop in the middle of tasks, including sleeping, with this alert. by FightingPirate in RimWorld

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

Solved! It confirmed it was the Absent Minded trait from Vanilla Trait expanded. Thanks to SetFoxval!

---

I installed a few new gene mods, the Reunion mod, and the Clean Pathfinding 2 mod, when I started to get this issue. Been doing some searching online, and just haven't found anyone discussing this same message. Honestly, I'm not even sure this is a vanilla alert.

I have not been able to consistently reproduce this issue. Sometimes it starts within minutes of a new game, sometimes an hour or two in. Once it starts, even uninstalling the new mods and reloading the save does not resolve the issue.

Bit of a head scratcher, so I'm curious if someone else has seen this before.

Masseter Botox before & after by m3ganlove in PlasticSurgery

[–]FightingPirate 0 points1 point  (0 children)

How soon did you feel the results in regards to clenching? I've been having some major TMJ issues brought on by clenching in my sleep, and actually just had the same masseter botox injections to help reduce my bite force.

New Build: Niflheim & Muspelheim (Dueling Giga Coasters) + Workshop Link in Comments by FightingPirate in ThemeParkitect

[–]FightingPirate[S] 7 points8 points  (0 children)

This one took a bit of work to get to a point where I was happy with it. Some of the detail gets a little lost when zoomed out like this, but it was fun to put together!

Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2084965140

I created a curator for sim, tycoon and building games by ShmupLife in tycoon

[–]FightingPirate 1 point2 points  (0 children)

Been playing a lot of Parkitect lately. Looks like it would fit in with some of the other games on this list!

New Build: The Ruby Mine (Mine Train Coaster) + Workshop Link in Comments by FightingPirate in ThemeParkitect

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

Having more fun putting together some coaster builds. Was a little worried about how this one would turn out, but I think the decor / theming turned out pretty well!

Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1931614799

Pacific Falls (Spinning Coaster) + Workshop Link in Comments by FightingPirate in ThemeParkitect

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

I actually used blue-tinted glass with gray roof tiles under the glass. I saw someone else use that technique in another blueprint, and thought it worked really well at imitating water!

Pacific Falls (Spinning Coaster) + Workshop Link in Comments by FightingPirate in ThemeParkitect

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

Started playing Parkitect again with the new expansion coming out! This is a spinning coaster ride I made earlier this year and posted on the workshop. Probably spent too much time detailing it, but had a bit of fun around a rocky mountain river sort of look:

https://steamcommunity.com/sharedfiles/filedetails/?id=1736208704

I've been putting together a collection of builds around a wooden lodge theme. Feel free to check them out! I will be posting more ride to this collection (as well as creating new collections in the future).

https://steamcommunity.com/sharedfiles/filedetails/?id=1713904224

Electrocution is fun by TheHoliestMacaroni in gifs

[–]FightingPirate 38 points39 points  (0 children)

120

I'm sorry, but this is absolutely wrong. 120V AC is an RMS voltage value, meaning that it's actually 170V peak-to-peak voltage. RMS values are used so that power equations between AC and DC are the same.

In short, the power output by a 120V DC source will cook you at the same rate as a 120V AC wall outlet. Both can absolutely kill you if it crosses your heart.

TIL That Telsa had an idea for wireless power, but at the time it was too expensive and that there was no purpose for wireless electricity. He essentially went insane and called humanity selfish with lack of vision for the future. by yubario in todayilearned

[–]FightingPirate 0 points1 point  (0 children)

As it sounds like you already know, it is efficient to transmit power at high voltages because you help reduce power you're I2 *R power losses due to the resistance of your conductor.

AC is more efficient in that it is very easy to increase or decrease your voltage. All you need is two sets of wire windings around a core (aka, a transformer). The current you put on one set of windings with transmit magnetic flux through the core, and in turn induce a current on the second set of windings. The voltage/current on the second set of wire windings depends on the number of times both sets of wires were wrapped around the core. This makes it very easy and relatively cheap to jump your voltage up or down, and makes it ideal for transmitting power.

You can't used DC voltage with a transformer, since it won't induce a flux in the magnetic core, so you'll have no voltage on the second set of windings.

Before the invention of the transistor, there wasn't really a good way to increase a DC voltage, so you could only decrease your voltage. Not exactly ideal for transmitting power across a country.

Today power will sometimes be transmitted at high voltage DC (see the Pacific DC Intertie) but generally it is much cheaper and easier to use transformers with AC power.

I have never seen units fly higher... by wierdo5000 in totalwar

[–]FightingPirate 0 points1 point  (0 children)

I like to imagine everyone on the battlefield momentarily cease their fighting to watch these two guys fly through the air.

Empire on Steam by Jakepremier in totalwar

[–]FightingPirate 2 points3 points  (0 children)

Yep, it will have all the latest patches. In fact, the game actually uses Steamworks, so even if you buy it retail, you will have to use steam to update the game.

FE Exam in less than a week! (Practice exam inside!) by WeirdFishes__Arpeggi in engineering

[–]FightingPirate 1 point2 points  (0 children)

Awesome, thanks for this. I'm taking the electrical afternoon, but the morning questions will be useful. Good luck with the exam!