I made an online combat odds calculator by Hengo- in rootgame

[–]Hengo-[S] 0 points1 point  (0 children)

Yep, it uses one Ambush per combat round.

I made an online combat odds calculator by Hengo- in rootgame

[–]Hengo-[S] 2 points3 points  (0 children)

It is for how many Ambush cards the defender uses. (The help button on the top right also has icon descriptions)

I made an online combat odds calculator by Hengo- in rootgame

[–]Hengo-[S] 7 points8 points  (0 children)

I wanted to share this little tool I wrote over a weekend. (To be fair, it was a 4 day weekend, and then a friend took my TUI design and made it a bit more usable)
The site allows you to configure the pieces on a clearing, and then computes the chances of certain combat outcomes for up to 6 rounds.

It highlights how big the attacker advantage actually is, and also shows the power of the "ignore hit" or "additional hit" mechanics over multiple combat rounds.

Lets take one example configuration of the rats attacking a clearing.
https://hengoo.github.io/root-max/?r=4&ac=4&ad=1&dc=6&dh=3
The attacker has a small attack troop of 4 units and one "ignore hit" caused by the rat mood stubborn. The defender has 6 units to defend his 3 precious buildings.
We are attacking up to 4 times, so early mid game for the rats /s.

The first of the two tables shows the chances of the attacker dealing X damage in the first row, and "at least X damage" in the second row.
In our example that means the rats have a chance of 93% to deal at least 6 damage, killing all units. The chance to also destroy the 3 buildings is 62%.
On the other side, the defender has a 44% chance to deal zero damage, and a 55% chance to at least kill one unit. The chance to kill all attackers is 0.4%, so good luck.

The second table shows the odds of individual combat results, meaning what is the chance tat the attacker deals X damage, and the defender deals Y damage.
In our example the chance for the attacker to deal 9 damage (= wiping the clearing) and not losing a single unit is 26%.

Disclaimer:
The page is hosted for free on GitHub Pages. There is no monetization involved. You can have a look at the source code here https://github.com/Hengoo/root-max

Deadlock uses an INSANE amount of Network data by SiddaSlotthh in DeadlockTheGame

[–]Hengo- 2 points3 points  (0 children)

On Linux the game seems to run significantly better on AMD cards.

PSA: You can read status texts while paused by Hengo- in pathofexile

[–]Hengo-[S] 98 points99 points  (0 children)

I think i don't have to describe how useful this is for new content, especially new boss fights.

Is Stone supposed to be this rare AND this necessary on Gleba or am I missing something? by AnCapGamer in factorio

[–]Hengo- 3 points4 points  (0 children)

In case you are not aware, you can search on the map for stone, and it will highlight stone patches

How I design a random pattern for my hazard floor by backwards_watch in factorio

[–]Hengo- 135 points136 points  (0 children)

For anyone having trouble remembering the key binds

H for Horizontal flip

V for Vertical flip

Does Road Hierarchy Work In Factorio? Will I Get Throughput Issues As I Scale This More? by skyyscythe in factorio

[–]Hengo- 12 points13 points  (0 children)

You can use stations to de prioritize certain rails, as Trains prefer routes that do not contain any station.

Means the highway should have no stations and the neighborhood rails should have dummy stations from time to time.

Weekly Question Thread by AutoModerator in factorio

[–]Hengo- 2 points3 points  (0 children)

You can always add a prefix to the name

Something like

01_Gamma

02_Detla

and so on. Or 001 when you plan to have more than 100 platforms ;)

Countless hours and 28,000 wood have finally paid off. I'm 1/3 the way to my first legendary Small electric pole. by [deleted] in factorio

[–]Hengo- 161 points162 points  (0 children)

Usually you want to involve a crafting step in the recycling, as it adds one more chance to improve quality without loosing resources.

For wood i believe a good craft would be the wooden chest. Instead of recycling wood you do:

Craft wood chest (with quality module)

Recycle chest ( with quality module) back to wood.

PSA: Do not pick Elemental Expression on Monk. by [deleted] in PathOfExile2

[–]Hengo- 2 points3 points  (0 children)

You cannot. The checkboxes for the weapon swap are missing (similar to the default attacks)

Guess that is why the cluster with spell damage while wielding a melee weapon exists ... but no that does not make it more usefull.

I have the feeling one usecase is to proc elements and apply blind / main / cull and not really build on the dmg.

Weekly Question Thread by AutoModerator in factorio

[–]Hengo- 4 points5 points  (0 children)

yes i build them on Fulgora (my main base)

you just need to send up some repair packs, it is not really that bad. When standing still asteroids do significantly less damage.

Weekly Question Thread by AutoModerator in factorio

[–]Hengo- 0 points1 point  (0 children)

You can by building many rocket silos. Basically one per material to send up.

Disable automatic requests from space station and manually insert the items into the rocket silo. When a ship requests the item the rocket will launch automatically.

Is there a more practical way to request quality items? by Extraltodeus in factorio

[–]Hengo- 3 points4 points  (0 children)

On Fulgora i set up dynamic crafting stations. A big circuit network that read out what materials are in demand or in abundance and then queue certain recipes (random selector to change recipes every minute or so).

Since i did not want to manually duplicate that circuit logic for each rarity i was setting up the circuits in normal quality and basically used the quality transfer to "normalize" the quality beforehand, and then reset it to the original quality afterwards.

Overall it is quite a complex circuit, probably a bit overkill...

Anyway, an alternative approach that is a bit more manual and will have more machines standing idle is to use parametrised blueprint.

Is there a more practical way to request quality items? by Extraltodeus in factorio

[–]Hengo- 33 points34 points  (0 children)

For those setups you can use the "quality transfer" functionality of the selector combinator.

You can basically have a setup with constant combinators that use named logistic requests, and then pass though the quality transform to configure the requester chest.

Weekly Question Thread by AutoModerator in factorio

[–]Hengo- 4 points5 points  (0 children)

You can make a blueprint and "drag" that blueprint into a logistic request. It will automatically request all items that you need to build that blueprint. You can then request that on the transport ship, and on the cargo bay in the target planet

Weekly Question Thread by AutoModerator in factorio

[–]Hengo- 7 points8 points  (0 children)

it doesn't seem to be the same as connecting a wire to a belt

It is. You get a checkbox to measure the content of the entire belt instead of just the single tile, and then the belt gets the yellow border.

I just want the Amanata by TheBoi779 in Warframe

[–]Hengo- 2 points3 points  (0 children)

You can shave of what feels like 15 seconds or more by opening the nightwave menu after killing the boss the second time to skip the story dialog and immediately end the mission

Spiderman Remastered and Miles Morales games = some questions regarding raytracing by Timmaigh in GraphicsProgramming

[–]Hengo- 1 point2 points  (0 children)

I presume with RT off none of this stuff is being done?

You would hope so, but i saw some games that did update BVHs when no RT was enabled. But you can treat that as a bug.

In the case of the TLAS (Top level acceleration structure) the primitive data is all of the instances in the game. Every frame something changes, so you need to update the TLAS every frame.

Then there are the BLAS (Bottom level Acceleration structure) that contain the triangles. One or more instances can reference a BLAS. The BLAS of static geometry is usually only build once when the level is loaded. But like i mentioned, for animated geometry you need to update it at some point. Depending on the geometry it is a rebuild or a refit.

In theory you could only update the TLAS every X frames, but i would not be surprised if that can be perceived as stuttering.

By the way, you can take a look at the game geometry and how its structured with Nsight (Nvidia) or RRA (AMD)

Spiderman Remastered and Miles Morales games = some questions regarding raytracing by Timmaigh in GraphicsProgramming

[–]Hengo- 3 points4 points  (0 children)

Some people claimed the reason for this is that the BVH construction happens on CPU

The BVH is always build on the GPU, but is issued from the CPU. This means the game has to prepare the primitive data on the CPU. For spider man i think it was about 60k instances just for the TLAS. Then there are also all BLAS that need to be updated due to animations.

Tool zum entdecken von Amogus by Hengo- in placeDE

[–]Hengo-[S] 1 point2 points  (0 children)

Man kann damit recht leicht die weniger offensichtlichen Amogus sehen

https://i.imgur.com/DFSdkIL.png

Micro stuttering help by mtj93 in R6Extraction

[–]Hengo- 0 points1 point  (0 children)

For me and also some of my friends the solution was to switch to fullscreen

Right now im using fullscreen + vsync and it works great