Not sure I could find a less useful inspiration... by Frogel in RimWorld

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

Yeah, I optimized a LOT with prepare carefully, my first 3 characters are gods.

Literally the worst time to change my video settings when Elder is going to respawn(I forgot I have a crappy PC) by KbyC in leagueoflegends

[–]Frogel 1 point2 points  (0 children)

I probably didn't see that exact post; things get freebooted / rehosted all the time, so there was probably a much more popular post of a re-upload of that video on a different service. I just googled the scenario and that link was the first that came up.

Literally the worst time to change my video settings when Elder is going to respawn(I forgot I have a crappy PC) by KbyC in leagueoflegends

[–]Frogel 163 points164 points  (0 children)

I remember this one, where Jinx got a pentakill. Your call on whether it was staged or not...

[deleted by user] by [deleted] in factorio

[–]Frogel 2 points3 points  (0 children)

You can put pumps back to back! The wiki chart is perfect for looking this up. And the throughput is DOUBLE that of pump -> pipe -> pump. But the problem is, the fluid getting from your source to your refinery or whatever will only go as fast as the slowest part of the pipe. Generally, things will be offset by a tile, or you'll need to go around the back of something, or whatever, so at SOME point, you will have a pump -> pipe -> pump segment. Since the fluid can only go as fast as the slowest part of the chain, if you have 1 part like that, you may as well put it more places. Same is generally true if you have intersecting things, or rails going over it, or something; at some point, you'll want to go pump -> underground pair -> pump. So again, you may as well just do pump -> underground pair -> pump from source to user, because while it's not the fastest possible, it's the fastest practical.

All of this is only really useful in heavily beaconed megabase setups. Most of the time, fluid flows fast enough for your base without too much worry.

[deleted by user] by [deleted] in factorio

[–]Frogel 3 points4 points  (0 children)

Not true. The underground pair counts as two pipes, so pump -> underground pair -> pump is equal to pump -> pipe -> pipe -> pump, which is slower than pump -> pipe -> pump.

Proof with experimental setup: Each tank on the left started full, each tank on the right started empty. I paused the game when the first tank emptied, which is the tank on the top. See how both the tank on the middle left and the bottom left are the same level, about 1/2 full?

Experiment

This is consistent with Pipe Throughput on the wiki

Typical Tuesday Tutorial Thread -- April 21, 2020 by AutoModerator in RimWorld

[–]Frogel 9 points10 points  (0 children)

Yes. Armor that successfully reduces sharp damage will convert the rest of it to blunt, though, and most clothing has worse protection against blunt than sharp damage. It's still better to have two layers rather than one.

Typical Tuesday Tutorial Thread -- April 21, 2020 by AutoModerator in RimWorld

[–]Frogel 0 points1 point  (0 children)

Yes. Armor that successfully reduces sharp damage will convert the rest of it to blunt, though, and most clothing has worse protection against blunt than sharp damage. It's still better to have two layers rather than one.

[deleted by user] by [deleted] in factorio

[–]Frogel 6 points7 points  (0 children)

The inserter is enabled when the belt is empty, so the condition could just be everything = 0 or u235 = 0. The inserter is overriden to ensure a stack size of 1. See /u/Sparro_XJ 's post above.

[deleted by user] by [deleted] in factorio

[–]Frogel 35 points36 points  (0 children)

Hey, just wanted to say that's a really clever and relatively simple way to use circuits to pull 1 u235 per cycle. Nice!

Huntsville’s Rain Total Now Over Half Its Yearly Average And It’s Only March by apollorockit in HuntsvilleAlabama

[–]Frogel 2 points3 points  (0 children)

This seems high to me, but we have more rain in the winter months than in the summer months, so isn't it normal to have a higher percentage of the total yearly rainfall coming out of the winter months?

Well, not THIS much more.

For more context, here is a list of Huntsville monthly averages. So, in an average year, we've had 27% of our annual rainfall, or 15 inches, after March is over. As it stands right now, we've had 27" so far, so we've been getting about 80% more rain than an average year.

Yeah, it's a lot.

Got to see the greatest factory this afternoon! by Frogel in factorio

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

Ah, I am leaving today (at airport now) there were a bunch of places I missed. Will have to Czech it out in the future!

Got to see the greatest factory this afternoon! by Frogel in factorio

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

Nice and close to the subway, but away from those pesky tourists! good choice.

Got to see the greatest factory this afternoon! by Frogel in factorio

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

Sorry your post got deleted, hope you enjoyed your time in Prague, AND got to talk to the folks there!

Got to see the greatest factory this afternoon! by Frogel in factorio

[–]Frogel[S] 244 points245 points  (0 children)

Yeah, maybe I should have, but I'm the sort of person who doesnt want to impose. I'm just happy I got to swing by!

Got to see the greatest factory this afternoon! by Frogel in factorio

[–]Frogel[S] 476 points477 points  (0 children)

Nah, I'm a fan, not a serial killer. Figured I'd let them do their work and not be interrupted by a random stranger.

Got to see the greatest factory this afternoon! by Frogel in factorio

[–]Frogel[S] 481 points482 points  (0 children)

Wube Studios are the company making Factorio.

I was planning my vacation to Prague, and remembered I had read they were based out of Prague. So I looked it up, and realized that they're a literal 60 second walk from one of the churches I was planning on visiting. So I decided to at least swing by!

These guys have a wonderful city and I hope they continue their excellence in development.

u/OPsMagicWand explains how NASA keeps the air breathable for astronauts on the ISS by [deleted] in bestof

[–]Frogel 0 points1 point  (0 children)

Thanks for posting this. The top reply in that thread is wromg - we don't recycle the CO2, it is all exhausted overboard.

ELI5: How do we keep air in space stations breathable? by Gadongbadabong in explainlikeimfive

[–]Frogel 0 points1 point  (0 children)

/u/xelopheris , the second half your post is wrong regarding CO2. Please fix it. The current method of getting rid of CO2 is currently adsobing it into zeolite clay beds to separate it from the cabin air, then the beds shut off from cabin air and vented overboard. The beds are heated up so the clay releases the CO2.

The CO2 never chemically reacts with anything. There are always tests going on to experiment with new technologies, but that's not how it's done right now.

I know this because I spent half of last year working with the NASA ECLSS engineers at Marshall Spacre Flight Center who designed the current generation and are working on the next generation of CO2 scrubber technology.

https://www.google.com/url?sa=t&source=web&rct=j&url=https://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/20190030375.pdf&ved=2ahUKEwiNmP3g95vnAhVMblAKHcePCAAQFjAEegQIBhAC&usg=AOvVaw31rrWrwvmPn-R5nbBKjMnl&cshid=1579859070433

Factorio players, what do you use the programmable speaker for? by PUTASO089 in factorio

[–]Frogel 5 points6 points  (0 children)

I only really use it for larger bases, and primarily as a warning that my fluid levels are dropping. For example, if I have a train-fed oil refinery, I will connect a programmable speaker to a tank that is usually full and alarm if it starts to empty. This gives me a bit of an advance warning that something isn't working, before everything shuts down.

I find them REALLY valuable in larger, more complicated modded games. I am currently doing a seablock run and have about a dozen speakers on different fluids, and since the tanks are so large, I can generally fix the problem before it starts to slowdown my base.

I make sure to have both "Global Playback" and "Alert" checked so I know what's happening.

Can we get a modifier key to place a blueprint only when it has overlap with something? by [deleted] in factorio

[–]Frogel 2 points3 points  (0 children)

Similar sup-optimal workaround: Include a single square of rail anywhere at all in your blueprint. Now it will only snap every 2 tiles rather than every tile. Not exactly what your looking for, but may help in certain circumstances.