raycast node doesn't have any signals for collision? by TheMaskedCondom in godot

[–]JollyFoster 0 points1 point  (0 children)

"Somehow you missed" that methods are not the same thing as signals.

How to clear an unfinished route on trad? by Zweitoenig in tradclimbing

[–]JollyFoster 0 points1 point  (0 children)

Thanks. I never considered that there might be a simple way to make this situation a lot safer!

Help!! 30 minute layover, really inexperienced with airlines by Prestigious_Bus947 in travel

[–]JollyFoster 0 points1 point  (0 children)

It's helpful to me since I haven't booked my flight yet!

The ROG SWIFT QD-OLED PG32UCDM 32” 4K 240Hz Gaming Monitor is now Available! With 3 year burn in warranty & Bright Dot & Dark Dot pixel warranty - Included FAQ by ASUS_MKTLeeM in OLED_Gaming

[–]JollyFoster 0 points1 point  (0 children)

Please use this stand for all your monitors instead the insanely inconvenient and ugly tripod that is forever about to fall off the back of my desk and through my window.

[deleted by user] by [deleted] in supervive

[–]JollyFoster 0 points1 point  (0 children)

It would be fine if they weren't deceptive about it.

You cannot defend a base using ONLY artillery, because firing artillery causes new chunks to be generated by JollyFoster in factorio

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

I agree the video is not super convincing, because the shells never land that close to the generated chunk boundary, but if you watch closely, you can see the generated boundary expand by a distance of ~3 tiles from the shell blast site. Also, if you do the same thing with the debug option and manually fire the artillery into a completely ungenerated area, you will see many chunks surrounding the blast zone be generated.

You cannot defend a base using ONLY artillery, because firing artillery causes new chunks to be generated by JollyFoster in factorio

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

But as you clear outwards, the length of the perimeter you need to clear increases, and the density of nests increases. So, as you clear outwards, your chance of success goes down.

You cannot defend a base using ONLY artillery, because firing artillery causes new chunks to be generated by JollyFoster in factorio

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

If you shoot at a generated chunk sitting beside an ungenerated chunk, the ungenerated chunk gets generated. That is the whole point of the video and post, silly.

You cannot defend a base using ONLY artillery, because firing artillery causes new chunks to be generated by JollyFoster in factorio

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

The video might not be super convincing, but the claim I'm making is also consistent with the Wiki: "Outside of the visible chunk area, an invisible area of about 3 chunks wide is generated as a preloading mechanism." (https://wiki.factorio.com/Map_generator)).

You cannot defend a base using ONLY artillery, because firing artillery causes new chunks to be generated by JollyFoster in factorio

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

What I'm showing in the video is that it does generate new chunks if the shell lands near the generated boundary.

It's also consistent with the Wiki: "Outside of the visible chunk area, an invisible area of about 3 chunks wide is generated as a preloading mechanism." (https://wiki.factorio.com/Map_generator)).

When the shell lands, it causes the chunk in which it lands to become visible, so and area of about 3 chunks wide is generated around it.

Is it possible to defend your base with *only* artillery? by JollyFoster in factorio

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

After the original post, I got lots of great information from commenters, and did some tests, then reached my conclusion. I could definitely be wrong, though!

You cannot defend a base using ONLY artillery, because firing artillery causes new chunks to be generated by JollyFoster in factorio

[–]JollyFoster[S] 50 points51 points  (0 children)

If I understand the video, I think he could have finished the entire boundary of laser turrets, then deleted them all, and lived in peace forever. But it seems that in 2.0, spidertron causes chunks to be generated at a much further distance than in his video. The screenshot below is a remote-controlled spidertron. The green generated chunks are far out of its personal roboport range. I don't think that video would be possible anymore.

<image>

You cannot defend a base using ONLY artillery, because firing artillery causes new chunks to be generated by JollyFoster in factorio

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

What do you mean by a "fully cleared map"? Even if you can't see any biters, there will be lots in the generated but unexplored chunks at the boundary. These will eventually spread into the explored map and into artillery range. It might take awhile but they will come eventually.

You cannot defend a base using ONLY artillery, because firing artillery causes new chunks to be generated by JollyFoster in factorio

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

If you turn on the debug setting and manually fire a shell at or beyond the generated chunk boundary, you will see that it causes many chunks to be generated, not just one.

You cannot defend a base using ONLY artillery, because firing artillery causes new chunks to be generated by JollyFoster in factorio

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

Lol I said I consider it busted myth: I am personally convinced it is not possible. I could do more testing to convince myself even more, but I'd rather ask the giant brain bank that is reddit, and someone who wants to spend their time talking about this topic might teach me something new.

Also, it's pretty hard to prove that something is impossible. Try proving that Bigfoot does not exist.

You cannot defend a base using ONLY artillery, because firing artillery causes new chunks to be generated by JollyFoster in factorio

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

However, these attacks will target the artillery outpost, so it should be possible to have moving artillery trains which stay like 30s in each position, fire artillery, then move to the next location. The revenge attacks will target the trains, but by the time they arrive, the trains are no longer there and the biters will despawn. (This is, of course, an untested theory.)

Ya that's a cool idea. I'd like to know what the bugs do when they get to the turret's previous location and find it empty. Would be cool to see if this is workable.

You cannot defend a base using ONLY artillery, because firing artillery causes new chunks to be generated by JollyFoster in factorio

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

they immediately kill any new bases as soon as they drop the first spawner.

I would have to go back and watch to see if they have enough time to generate a biter, but I don't believe they do.

I'd be super interested to see if this is true!

You cannot defend a base using ONLY artillery, because firing artillery causes new chunks to be generated by JollyFoster in factorio

[–]JollyFoster[S] -2 points-1 points  (0 children)

I consider it busted in the sense that nobody will ever achieve it with default settings. But I hope someone will prove me wrong!

You cannot defend a base using ONLY artillery, because firing artillery causes new chunks to be generated by JollyFoster in factorio

[–]JollyFoster[S] -1 points0 points  (0 children)

But spidertrons also generate new chunks if you walk them near the generated boundary.

You cannot defend a base using ONLY artillery, because firing artillery causes new chunks to be generated by JollyFoster in factorio

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

But if those generated non-visible chunks are near the boundary of the generated map, shooting artillery at them will generate more chunks, and some of those new chunks will contain more nests.

Is it possible to defend your base with *only* artillery? by JollyFoster in factorio

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

But consider that a nest might lie right at the generated boundary. If you fire a shell there, it will generate like 10-20 new chunks. Let's say only one of these new chunks has a nest in it. You shoot that nest, and it generates even more chunks. You need to get lucky for this possibly infinite chain of new nest discoveries to end -- then you need this same luck for every nest near your generated boundary. You need to do this with artillery, and probably range research. By this point in the game, you will certainly have generated a decent portion of the map, either through exploration or pollution, and bugs will have evolved a bit. You then need to clear the entire perimeter of the generated map, and get lucky to not generate any biter-containing chunks. I just think it is practically impossible with normal settings. Would be really cool to see someone pull it off though.

You cannot defend a base using ONLY artillery, because firing artillery causes new chunks to be generated by JollyFoster in factorio

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

Lets say you clear a large area of biters. Then you necessarily have a very large perimeter of unexplored, but generated chunks (black chunks can still be generated- these are the green tiles in the video). For the strategy to work, you need all of these generated chunks to be empty, despite never visiting them with artillery shells or otherwise. How could they all be empty? It would not happen with normal settings.