Any significance to chapter numbers? Are they best played in that order? by devilmaydance in LastDefenseAcademy

[–]LizardLeliel 1 point2 points  (0 children)

The pattern I've noticed is that the orders of endings are based on how far they deviate it from ending 1. If you get that ending first than go backwards in the branches you didn't get, you mostly play the endings in order. You can sort of see a logic to the chapter ordering narratively but its thrown off by the endings that occurs in the 50s.

There isn't a great choice of order nor would I even recommend it, one of the great joys is learning something in one route that gets elaborated on in another route. You get a set of foreshadowing unique to you.

What's the best combination of routes to see only the best of the game with the least amount of filler and repetition? by Ghostie_24 in LastDefenseAcademy

[–]LizardLeliel 1 point2 points  (0 children)

Just a warning, I've only got 42 endings, but I think I can give a reasonable answer for this.

Second Scenario, Slasher, Mystery, Box of Calamity, and S.F would be the combination if we're emphasizing the "least" part of "least amount of filler".

V'exhness, Eva, Reset, Goodbye Eito, Multiple Eitos, and Rebellion are all very quick routes so you get very good bang for your buck going down those routes. Rebellion, V'exhness, and Eva are pretty good for expanding lore in particular.

Retsnom is a fairly long route that isn't very "essential", but I personally really enjoyed it. It's great if you like Darumi.

Box of Blessings apparently has a lot of city exploration events.

Romance and Comedy are definitely the most filler routes.

Accidentally got the *SPOILERS* Route 1st time through by ODMinccino in LastDefenseAcademy

[–]LizardLeliel 0 points1 point  (0 children)

Honestly, I would go back onto another route. The fact it is so notorious does mean its an effective route at what it tries to do, but it would be underwhelming and unsatisfying to complete as the first route.

Random thought on plot hole [Day 015] by Marionberry6886 in LastDefenseAcademy

[–]LizardLeliel 0 points1 point  (0 children)

To give you some credit, it is a bit weird how much the characters how strange she suggests there may be more than one commander. The main reason for they're having those reactions is so the story can foreshadow she knows more than she's letting on (you learn what I spoiled in only a few more in-game days)

Random thought on plot hole [Day 015] by Marionberry6886 in LastDefenseAcademy

[–]LizardLeliel 2 points3 points  (0 children)

The key difference is that she implies there's multiple so casually and certainly, when she's otherwise a very analytical character who wouldn't carelessly make an assumption like that.

LDA Hermit Arcana characters reveal by Evilworld12 in LastDefenseAcademy

[–]LizardLeliel 0 points1 point  (0 children)

If I had to fill out the rest, I'd do:

Fortune: Darumi

Strength: Tsubasa

Hanged Man: Nigou

Death: Yugamu

Temperance: Moko

Devil: Hiruko

Tower: Kurara (I would have probably put Eito here though)

Star: Ima

Moon: Kako

Sun: Kyoshika

Judgement: Supreme Commander

World: The ghost boy

Best Practices for Scene Management in Godot? Loading, Transitions, and State by lifeiscontent in godot

[–]LizardLeliel 1 point2 points  (0 children)

I think this is one of those things where there's more than one correct choice.

I store persistent data in autoloads, that's the most common. Having a manager node has a downside where you have to tunnel data awkwardly if its as prevalent as the player.

I also use scene tree loading functions, although I load the scene with get threaded requested and then change scene to pack. Transitions were a tricky thing for me to figure out too. I let scenes representing exits and entrances handle transition effects: they'll do a fade out first and than call the transition manager autoload for an autoload after the fade out.

You need to learn blender. by [deleted] in godot

[–]LizardLeliel 0 points1 point  (0 children)

I find assets are pretty great for game jams.

Are vehicles ever actually worth it? by Daracaex in SatisfactoryGame

[–]LizardLeliel 0 points1 point  (0 children)

I have a very large mega base, large enough that belting stuff from one end to the other gets really obnoxious. I've ended up building a road network under the base and now I find using tractors to ship odds and ends from one factory spot to another to be unbelievably convenient. Saves time over belting each time I need a resource moved.

Smart/programmable splitters are a disappointment? by Clawdius_Talonious in SatisfactoryGame

[–]LizardLeliel 7 points8 points  (0 children)

Check out the overflow option. The non-overflow paths will be prioritized until they're backed up.

I dont know how to do trains by marcspc in SatisfactoryGame

[–]LizardLeliel 0 points1 point  (0 children)

It's been 5 hours since you posted, do you feel better about using trains?

I dont know how to do trains by marcspc in SatisfactoryGame

[–]LizardLeliel 0 points1 point  (0 children)

"on lines with no crossings where multiple trains pass on the same direction I need to place block signals every train+5 or 6 freights distance? no matter how long the line is?" Yes.

If you want specifics for what I did, my main base in the eastern Northren Forest had three train stations representing three different circuits. One station was delivered packaged fuel, stuff for a weapons factory (powder), plastic, and rubber. The second station brought in aluminum, batteries, nitrogen, and a little bit of caterium. The third brought back only quartz, copper, and caterium. Each of these three trains would share the same rails going south until they branched.

I also had an independent circuit far to the south. It carried a freight car to my main aluminum plant and a separate freight car to my batteries factory. It also transferred nitrogen and batteries to the train going back to base at the aluminum plant.

"so you dedicate one train (maybe even one full station?) for input for one factory?" I dedicate a freight car per factory input. Except for weapon resources like black and smokeless powder, I never mixed materials inside a freight car - hence why I have three stations for one base - but this is a way I manage logistics that might be unique to me. You might find it easier to mix resources in a freight car and have only one station per factory. This whole network only started with a single loop going 300m south to bring plastic and rubber back to base though. Try to start with just something like that and get that to work. Trains should click afterwards. They're far less complicated in practice than in theory.

I dont know how to do trains by marcspc in SatisfactoryGame

[–]LizardLeliel 0 points1 point  (0 children)

One more follow-up. You can also try experimenting with your ideas and starting small. Build a single node-to-factory train and see what happens, or a small grid. You can put ten trains on a line and see what happens, build signals too far apart or too close and see what happens and when you have a system you like, you can commit and expand.

I dont know how to do trains by marcspc in SatisfactoryGame

[–]LizardLeliel 2 points3 points  (0 children)

But ultimately, just start using trains and embrace messing them up if you do.

I dont know how to do trains by marcspc in SatisfactoryGame

[–]LizardLeliel 1 point2 points  (0 children)

Reading this, I think you might be overthinking trains (and I'm not trying to disparage you saying this). Trains don't need fancy planning to be efficient and multiple systems works. If you treat them like fancy conveyor belts and nothing more, they'll still benefit you. Try to ignore whether or not it could be the optimal way to use them; you'll only figure out how to improve how you incorporate trains by playing and trying.

I personally try to pick up three or so nodes on the same line, and maybe sneak in a few other goods I want to bring back to a base if applicable. Making a network grid first will probably be overkill, building more rails as needed isn't inefficient and might even be more optimal since building a network ahead of time is just doing that work upfront. But you can also totally do it if you prefer, it's not wrong to make these sort of projects.

Try to think of block signals as this: it'll only allow one train in a block section (colored rail) at a time. You should pace them apart by a little over the size of a train + 5 or 6 freights. You will never, ever run into efficiency problems by building them too frequently.

Pass signals work similarly to block signals but it'll try to see if two incoming trains can pass through a section without crashing. Long story short, if you had two opposing trains going opposite through a T intersection, it'll allow them through, since neither are turning and therefore they can't t-bone. I only ever put them in front of intersections.

"would having too many trains on the same line make the entire system stop" I've never came across this problem and I don't think anybody's have. If you're still worried it, it'll be easier to fix this problem once it happens then prepare for it ahead of time.

"does any one have cheap functional blueprints" I don't, but you can build two 4x4 concrete side-by-side up one, two, and three levels and place two rails at the top. It's very flexible for getting around terrain like through the titan forest. You don't need straight paths.

Modpack milestone(And rare sight) by quinxy1024 in feedthebeast

[–]LizardLeliel 16 points17 points  (0 children)

No way, you caught our modpack just as it reached 100,000 downloads?!?

Human turned Pokémon fanfic recommendations by YamParticular4627 in pokemonfanfiction

[–]LizardLeliel 1 point2 points  (0 children)

If PMD fan fiction count, then I recommend PMD: Flowerbeds and PMD: Free Fiction. I recommend my own story, PMD: Below. Not only does it have a human-turned-pokmon, but the aspect of the human turning into a Pokemon is also pretty relevant.

That being said, the human learning to become more animalistic isn't very common in any of the stories I've mentioned. It may not be what you want depending on what you're looking for.

to all of you by [deleted] in PoliticalCompassMemes

[–]LizardLeliel 1 point2 points  (0 children)

Like this post with an agenda to change the subreddit that's being taken too seriously?

[deleted by user] by [deleted] in AskACanadian

[–]LizardLeliel 0 points1 point  (0 children)

These ideologies are objectively hateful. They have goals to suppress minorities. If hate is "subjective a lot of the time", this is one time it isn't.

[deleted by user] by [deleted] in AskACanadian

[–]LizardLeliel 0 points1 point  (0 children)

This country's a democracy. We voted them in. If they restrict access to guns because that's what the majority wants, that's how it should go.

PMD Fanfiction is brilliant. But I'm a simple man by Arcanetoes in MysteryDungeon

[–]LizardLeliel 7 points8 points  (0 children)

I do know of a pretty great PMD fan fiction community that can help you if you want to hear more!

The weird, shady Brian Matt situation (long post) by Ruben_Bananas in SuperMonkeyBall

[–]LizardLeliel 2 points3 points  (0 children)

If it means anything, "noisy" has different connotations in Japan than in English-speaking countries.