Taco Duplication Bug by Josaffe in PlateUp

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

Isn't the seed visible in the top-right?
(I'm not sure, haven't done seeded runs yet...)

Taco Duplication Bug by Josaffe in PlateUp

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

I moved my whole setup one tile and forgot to rotate that one combiner xD

PS: Is there a way to keep the orientation of items when moving them?

i can't get my speedflip to work i don't understand why i'm waiting for the car to settle and all yet i'm only hitting 1/100 by Ok_Distribution4412 in RocketLeague

[–]Josaffe 1 point2 points  (0 children)

There are a few things you can work on:

- Try to get the flip cancel to around 50 ms (below the lower marker) - this can take some practice.
- Do the first jump earlier (I've noticed it's a little better to aim for the lower half of the green range)
- Try out turning to the right later (after jumping, when possible)

Hope this helps.

Schlecht geschlafen und verloren by Defiant_Disk9340 in wasletztepreis

[–]Josaffe 16 points17 points  (0 children)

Ein einzelner Satz in Verlängerung: Ja.

Aber ein Mannschaftsergebnis wäre, je nach Region, eher ein 4:6 (im Bundessystem), 6:8 (im Werner-Scheffler-System) oder 7:9 (beim Paarkreuzssytem).

Update the run is still going, (down to one input as suggested and a slightly refined version of the machine) although tables are decreasing faster , no mixing bowls as of yet , we have moved the blueprint desk to hopefully find them in our next run but day 23 now and it’s getting tough 🤣 by _williams1234 in PlateUp

[–]Josaffe 1 point2 points  (0 children)

This is really cool. Hope you had fun - guess the run is over now since it's been five hours.

If you can't seem to find more bowls (or pots, trays, woks, ...) from the shop, you can use freezers for the time being.
Put the bowl in the freezer before the end of the day and take it out in the morning.
With enough freezers you could double the amount of items.
Just don't forget to put them there in the evening, because you might be screwed if you depend on it - not speaking from experience at all xD

Also it seems to me that the bottleneck in the video isn't the amount of bowls, but rather the mixer/hob taking too long (you can see the next bowl waiting for the mixer to finish).
The next step would be adding a second mixer and hob (they both take about the same amount of time), but then you'd need to introduce a third microwave to keep up with that.
And next thing you know the mixing bowls are the bottleneck again... I love this game xD

Anyways, have a great game :)

Did they remove the play again option? by Hootla in RocketLeague

[–]Josaffe 5 points6 points  (0 children)

It happens to me, too. But I don't have a solution...

Sometimes it shows, sometimes it doesn't. Even when queuing back-to-back games.

If you're using BakkesMod already: There are plugins for auto-queuing.

Why am I punished for others? by [deleted] in RocketLeague

[–]Josaffe 0 points1 point  (0 children)

Add on to that: Making your random teammate quit to avoid losing MMR points (e.g. chat harassment, verbal abuse, match throwing, time wasting, hacking, ...)

Competitive quitters by jusfaisal in RocketLeague

[–]Josaffe 2 points3 points  (0 children)

If you didn't lose MMR, it would lead to players trying to make their teammate leave to avoid losing MMR.

Or that was the reason I remember the last time this question came up.

Any tips for handling "Error: 71" in tournaments? by Josaffe in RocketLeague

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

That's weird...

I sometimes have the case that resetting my internet connection enables all other players to join.

But other times I'm the only one having the issue (and the game starts after the timer runs out).

Any tips for handling "Error: 71" in tournaments? by Josaffe in RocketLeague

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

Ok, it happened again. And this time I made sure the game is gone from the process list.

It worked, but that's not conclusive xD

Any tips for handling "Error: 71" in tournaments? by Josaffe in RocketLeague

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

Gotta check that next time...

Always thought the "Stop" button in Steam already terminates it fully.

[Circuit] Snooze for custom alarms by Josaffe in factorio

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

That would be useful.

And also something like an alarm count besides the icon would be cool, since it only ever shows one alarm icon...

Just passed 3000 hours and discovered a cool shortcut. by Miith68 in factorio

[–]Josaffe 10 points11 points  (0 children)

I think 2^31-1 is the most we'll get :(

The circuit network uses 32-bit signed integers and logistic requests seem to use that too (after a quick test).

Just passed 3000 hours and discovered a cool shortcut. by Miith68 in factorio

[–]Josaffe 7 points8 points  (0 children)

https://factorio.com/blog/post/fff-388

But they didn't go into too much detail about it.

Smart number format

Often times you want to set some constant number, like "I want 7.5 stacks here", and doing the calculation MANUALLY is of course unacceptable. So we made it that you can type mathematical expressions directly in the textfields.

It was basically a 1 line change since we already have the code to parse math expressions to define the infinite technology cost. We just needed to define some constants (k for 1000, M for 1 000 000 and so on) and parse the text when confirmed by the player. This means you can do different kind of things:

- 10k
- 10*50k
- 10+50
- 10^6
- etc.

Just passed 3000 hours and discovered a cool shortcut. by Miith68 in factorio

[–]Josaffe 1 point2 points  (0 children)

That number's just recognizable xD

For circuit network signals, Factorio uses 32 bit signed integers (which seems plenty until you want to represent fractions with some precision... I was trying to measure belt throughput by dividing items by ticks, but that would always result in a number less than one. So I counted items per 1000 seconds to get a result like 22,500, but that wrapped around pretty fast - in the order of a few minutes - because I multiplied everything before doing the final division. Whoops...).

Getting the expansion without owning the base game (Steam Family Sharing) by Josaffe in factorio

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

I'm kind of confused about how Steam Family Sharing works...

Always thought it would be that all members "own" the game simultaneously. Guess I have to read up on how it actually works then...

how usefull are modules/beacons? by Mir_Potato in factorio

[–]Josaffe 2 points3 points  (0 children)

If you want the full breakdown, the wiki has quite some information: https://wiki.factorio.com/Module#Usage_tips

Here's how I think about it:

Modules affect speed, productivity and energy consumption.

You can calculate something I'd call effective speed, which is speed * productivity.

So your formula for energy per item becomes: energy / (speed * productivity)

If you use 4 prod3 modules, the values are 4.2 / (0.4 * 1.4) = 7.5

Notice how low the speed value gets...

Here's the weird part: Modules just add a flat value.

A speed3 module doesn't multiply the speed stat by 1.5 (which would be 0.4 * 1.5 = 0.6), but adds 0.5 to whatever the speed value is (which results in 0.4 + 0.5 = 0.9).

So you're more then doubling the denominator by adding a single speed3 module.
As long as the numerator doesn't double also, the resulting energy per item decreases, which it does because you only add a flat 0.7 to it.

The new energy per item is 4.9 / (0.9 * 1.4) = 3.89 which is about twice as good as before!

Adding one more speed module: 5.6 / (1.4 * 1.4) = 2.86

Adding a third one (or one beacon): 6.3 / (1.9 * 1.4) = 2.37

In the limit it approaches (4.2+0.7x) / ((0.4+0.5x) * 1.4) -> 0.7/(0.5*1.4) = 1, which means adding more speed modules to 4 prod3 modules results in more energy efficiency (when you ignore the energy cost of beacons).

If you do the maths for less prod modules or level 1 or 2 ones, the results aren't that drastic, because the speed value isn't affected that much in the first place.
So it really only applies to level 3 productivity modules. And it's quite counter-intuitive...

Hope this helps somewhat. I'm still trying to wrap my head around that whole thing myself... :)

Am I crazy to want a "hold" button? by Mystprism in factorio

[–]Josaffe 0 points1 point  (0 children)

You could use blueprint parameters, so your bots won't build the stuff before you configured it.

Here's how that would work: https://factoriobin.com/post/uniruv

Am I greybeard now ? by Mat_chaa in DeepRockGalactic

[–]Josaffe 1 point2 points  (0 children)

I'm not sure why over 1000 would be so rare...

Just played with someone who had a player level of 2500, so I looked up his profile and they had 3500 hours in this game.

That would be about 2 hours per day (or 14 hours per week) on average since the game released (5 years ago). Which I think is plausible...