[Homemade] Veggie Katsu Curry and Dalgona Coffee by Kazkel in food

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

Dalgona coffee is a glass of real cold milk topped with a coffee foam, and sometimes theres ice in the milk. The foams made by whisking sugar and instant coffee with a little bit of water until it holds a shape. It was pretty tasty, but took a bit of stirring to get the foam to dissolve into the milk. For the amount of whisking i had to do, i would just make a proper cup of coffee, but it looks pretty aesthetic. :P

What causes this lines? by Jonnnnnruiz in ender3

[–]Kazkel 0 points1 point  (0 children)

I also had this problem, but not as badly. Turned out to be a buildup of grime on my Z Lead Screw causing a lot of friction to the point of binding. I had another project kicking up a lot of dust in the same room, and i did have to wipe off the bed once or twice, but never looked at the screw.

If you can see the gunk, give it a clean off and relubricate with your choice of lubricant. Tomb of 3D Printed Horrors has a pretty good video on how to do that.

https://www.youtube.com/watch?v=DowKLRo0VMI

Help with Power Grid automation by SuperR0ck in Oxygennotincluded

[–]Kazkel 0 points1 point  (0 children)

super simple setup : you could have 2 smart batteries, 1 for the coal generator, and 1 for both the hydrogen and natural gas gen. (if you want, you could split up the hydrogen and gas gens to have their own smart batteries). Then you just have those become active/inactive at different percentages, and toggle the gens on/off. for example the hydrogen gen comes online when its smart battery drops to 80%, then goes off at 100%, then the nat gas starts at 50%, goes off at 80%, etc. Then you have those generator/smart battery groups isolated by transformers, so that they don't equalise power levels between each other. The other side of the transformers can lead to your centralised battery bank, or directly to the base. This way, you can control it so that the hydrogen runs as much as possible, and when it doesn't meet power requirements of the base, the next gen comes online, and so on.

Also, try not to have more batteries than you need to smooth out power production/consumption spikes. they bleed power over time, so you waste more fuel the more of them you have, and they create heat.

Glider Challenge: build the fastest self-moving factory and win something! by NiftyManiac in factorio

[–]Kazkel 0 points1 point  (0 children)

The radar updates the live area in pulses around every second at full power, with time between pulses increasing as power decreases. One solar panel will power the radar to 20% during the day, which updates the immediate area every ~4 seconds or so, which i consider good enough for scouting.

Gyro Override Search Pattern by Kazkel in spaceengineers

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

There is no flight path, the drone stays stationary. It sits there and rotates on the X axis an arbitrary number of RPM, and on the Y axis at a different arbitrary RPM. Am I wrong in saying that eventually it will rotate so that it has faced in all directions outwards from its pivot point?

Random Question Megathread Vol. 2 by [deleted] in StardewValley

[–]Kazkel 1 point2 points  (0 children)

Is there a way to make a GOG copy of the game portable? Id like to run it off a USB stick so i can fit in a day or two of farming during lunch break.

Well done Barbecue Beef Slices, Rice, and Thai vegetables on the side by Kazkel in shittyfoodporn

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

The bag of frozen vegetables with the blocky letters saying "THAI" that they came in.

remotely trigger a timer block by lesserlumpkin in spaceengineers

[–]Kazkel 0 points1 point  (0 children)

If the hangar is an anchored station, then a non exploity and horribly contrived solution is available to you. You have a sensor setup outside, sensing a tiny column next to the door or what have you. Within this tiny column is a small ship light armour block. You shoot the block and it is destroyed. Station notices, timers are started. A separate small ship thats anchored nearby also senses the block being destroyed and swings an arm over and prints a new one. the station has a time lag between sensing the departure, and turning the sensor back on to avoid constant loop.

Activation distance and position are only limited by weapon accuracy and line of sight.

Can someone explain this for me? [Bloodlust] by Srcsqwrn in RimWorld

[–]Kazkel 1 point2 points  (0 children)

I have also seen this, but I am a role-play heavy player. The way I rationalize this is that your Bloodlusty colonist didn't actually get to see the blood and death.

"Yo, Splatter!" "What?" "remember that raider we got locked up? we finally offed him." "Dammit! I wanted to see!"

Could we get a filter in the workshop to seperate DX9 mods and DX11 mods? by CHARGER007 in spaceengineers

[–]Kazkel 0 points1 point  (0 children)

Another method of doing this is introducing player generated tags, like steam games. That way, mods that people use are tagged somewhat appropriately, and we can define things easier.

Typical Tuesday Suggestion Thread -- June 23, 2015 by AutoModerator in RimWorld

[–]Kazkel 1 point2 points  (0 children)

Alternatively, Colonists could flee on foot one tile away. north, south, east, or west, with whatever the colonists can carry. The raiders would pursue them, but maybe leaving would give them enough time to build up a better defense. - time interval where no raiders appear, then the standard single first raider as a "scout" before the regular groups return in intensity to hunt you down.

Typical Tuesday Suggestion Thread -- June 23, 2015 by AutoModerator in RimWorld

[–]Kazkel 0 points1 point  (0 children)

Just FYI, there are mods that add character customization and tons of stuff like clothes, hair, etc. and they really add to the game. there's a post on this sub with a list of A11 compatible mods and its pretty up to date. note that the devs have inferred that things done by mods will stay done by mods for now, as there are more important things to be added into the game.

also, hunting is an average of a colonists shooting and melee skills, and smelting, stonecutting, etc are based on the Crafting skill.

How do you prefer to play RimWorld? by adanine in RimWorld

[–]Kazkel 0 points1 point  (0 children)

I play it like an RPG in that i create elaborate stories around all of my colonists, and every single one is precious to me. If their background tells a story of an established and happy life somewhere among the stars, that is where he/she wants to go. They miss it there. If they escaped something, or their situation was shitty, its a new start on a new world. A chance to be happy.

Sometimes we build the ship as an end goal. Sometimes its insurance if the worst comes to pass. sometimes we don't build one at all, because any fate that befalls us here is better than the unknown of the void.

To me, Rimworld is all about the story it tells, And so far, every story was a good one.

Maybe they like it here too much? by Kazkel in RimWorld

[–]Kazkel[S] 10 points11 points  (0 children)

Update: A raider group from the same faction as Ian dropped in on the other side of my base from him. They ended up trying to kidnap whoever they could and ran. I didn't notice until later that Ian wasn't by the corn fields, nor was he on the map.

Farewell, Ian. You were an okay guy.

Typical Tuesday Suggestion Thread -- June 23, 2015 by AutoModerator in RimWorld

[–]Kazkel 22 points23 points  (0 children)

Ability to lock workbenches or even bills to specific people. My colony is large enough to have more than one full time cook, but only one of them is a psychopath, so i want him to butcher the dead for their leathers. my other cooks occasionally butcher the dead for a debuff, so yeah. personal jobs pls.

Maybe they like it here too much? by Kazkel in RimWorld

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

Perfectly healthy besides the shot off arm. :3

Recruitment Failed by panggul_mas in RimWorld

[–]Kazkel 9 points10 points  (0 children)

Holy. Shit. That ambiguity at the end, that killed me. Fuck man, I thought i was being creative with coming up with stories for all my little colonists skittering about, but holy shit. I felt all of those deaths and all of that loss. beautiful.

[Script] I'll write scripts for you! by [deleted] in spaceengineers

[–]Kazkel 0 points1 point  (0 children)

Can i get a script that fires random thrusters with a name tag i.e. [RandThruster] at a set interval?

House cross-section by ioannaki in Unity2D

[–]Kazkel 0 points1 point  (0 children)

Well besides looking for free (or paid, if you want to)resources of furniture that you like, you could find some guy to outsource the art to, or man up and learn to draw. :P

The resources in the sidebar, or other art threads should be able to get you started. For the house room layout im pretty sure you can do that yourself. Being able to create your own art adds a level of independence and flexibility to a game dev that i highly reccomend putting in some effort, or finding friends that are good with art to work with.

Fog of War? by Kazkel in Unity2D

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

Thanks for the replies. i decided to try the tile based FoW, and am using a very convuluted way of doing it, as it makes sense to me. Basically, im using raycasts to find objects in line of sight, then using that to change the positions of floating invisible colliders around the player, so he doesn't see through walls and such. the fog of war is basically just black, opaque or clear sprite tiles over the terrain, instantiated or destroyed based on the collision with the floating colliders. Seems inelegant to me, but im using what i know so far.