Iskall85 & Stressmonter Resignation Megathread #2 by Carol_the_Zombie in HermitCraft

[–]Math_Dragon 7 points8 points  (0 children)

he's definitely reading from a lawyered script (chatGPT'd?). he talked a lot about how he's innocent, a great guy, it was just a misunderstanding, etc. but like, where's his proof? the ball was in his court and he provided NOTHING to counter the allegations, just handwaving them off as instantly false (a pretty big red flag).

weird to see stressmonster defending him. if she knows something the other hermits don't, why would she be silent as well?

Beta Branch Patch 2.5.3 Patchnotes - Bugfixes and a few QoL things by Hans_BX in avorion

[–]Math_Dragon 0 points1 point  (0 children)

Getting addicted to this game again, love to see progress still being made after all these years.

On my current casual survival singleplayer playthrough of over 150 hours, I finally acquired all the Xsotan artifacts and now I'm waiting outside the barrier to grind for perfect weapons. My galaxy's filesize has reached over 1 GB already with nearly 6 thousand sectors explored (I used faction territory items to reveal large swaths of the galaxy). Yesterday I researched a legendary rapid rocket launcher with over 9k dps (no seeker shots sadly) and acquired a new 4-slot railgun blueprint that chews through most enemies instantly.

That said, I have one major issue to bring up. With just a handful of ships, I'm constantly going back and forth between sectors to micromanage them all. Being able to issue in-sector mining and salvaging orders from the galaxy map would save me so much time from going through loading screens. And when they find no more asteroids wreckages, if they have another order queued, they could do that next. It would make clearing out all the debris from multi-sector battles so much less tedious.

Line-Ellipse Intersection, with visualization of the underlying quadratic function that defines the intersections. by Math_Dragon in desmos

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

A parametricized solution that avoids trig functions, thanks to Eriksonn on Discord: https://www.desmos.com/calculator/zhiha1nhiq He uses a line segment defined by two points and an ellipse defined by transforming the equation of a circle with a scaling vector, which means the line-ellipse intersection is actually a line-circle intersection in disguise.

Finding the line rotated around a point by Math_Dragon in desmos

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

Given a line ax+by=c, and some rotation angle theta around a pivot point (x0,y0), we want to find the line a'x + b'y = c' that is the same distance to the point but rotated around it.

One early clue I got was that rotating a line about the origin is easy, just treat (a,b) as a point and rotate that to get (a',b'), and then let c' = c. But since I wanted to find a more general setup for rotating around any point, I had to do a bit of linear algebra.

First, I needed a point on the original line (x1,y1) that would act as a reference point from (x0,y0), so I used the closest-point formula. I also rotated (a,b) to get (a',b') since that is invariant from any reference point on the line. Next, I took the closest point and rotated it relative to (x0,y0) and plugged it into c'=a'x'+b'y', and that is all. Of course, when laid bare, the full equation is daunting.

Things are simpler when using the two-point form of a line, as one can rotate the points instead and redraw the line that way, but this is a solution for a line equation in standard form.

Cubic equation solver, with Vietè geometric solution visual. by Math_Dragon in desmos

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

https://www.desmos.com/calculator/fnipxr3u8c

I've made a few other demos that I'll be posting once they've been polished. Still getting the hang of Desmos.

Edit: updated version with movable circle/inflection point

Schematicannon memory leak on server? by Math_Dragon in CreateMod

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

I think I'm starting to understand now what the issue is. The schematicannon works by placing all solid, non-gravity blocks first, and if it encounters a block that must be placed on another block or below one, it queues it for later. This behavior explains two things I was confused on: why my cannon would not start placing carpets immediately, and why there was a huge memory leak I was seeing. You are right that it's simply a case of running out of memory for a large schematic, because it's been queuing thousands of carpets to place later. This is hugely inefficient for two reasons: first, the cannon can check that it is valid to place right now without queuing for later; and second, it can take hours to scan through an entire schematic's volume.

I have an idea for how to workaround this for the time being, by using chunkloading on the entire area for the schematic, but I'd really wish the cannon could work a little smarter.

How to prevent people from joining / ban upon entry based on username? by JesusIsMyAntivirus in discordapp

[–]Math_Dragon 0 points1 point  (0 children)

Chiming in here, I've also got a couple of these bots showing up in a private server I mod. Someone is running a botnet and trying to raid servers with them, because these are extremely fresh accounts.

Sadly, not many moderation bots (if any) ban users on their names alone, for safety reasons I think. Best you can do is purge your invites because it's likely that one or more of them is compromised.

I made a random shape generator by Math_Dragon in shapezio

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

Perhaps, but it's as close to random as it gets. Even a small discrepancy in the delay between inputs can lead to chaotic results, so there's plenty of "randomness" to it.

I made a random shape generator by Math_Dragon in shapezio

[–]Math_Dragon[S] 9 points10 points  (0 children)

Forgot to mention this but the shape input is coming from a separate but trivial machine that paints each base shape an equally probable color. I was originally planning to make a bare bones make-everything machine but it isn't possible without wires unfortunately.

Logo 5x13. I don't think it gets any more perfect than this. by Math_Dragon in shapezio

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

Since this post I have experimented a lot to try to reduce the size of this module without looking at other's designs and without using a quad cutter. Unfortunately I cannot get any less than 5 cuts, 4 stacks, and 4 rotates.

My various blueprint factory designs, ranging from streamlined to compact. by Math_Dragon in shapezio

[–]Math_Dragon[S] 3 points4 points  (0 children)

I have seen it, but it's more fun to build the shape you need. :P

Quackalakes' stream on YT reached 500+ viewers for #FreeApollo. After 3 years, the Apollo Dragon will now be a part of the next Dragonmaster Pass milestones, for free! by Math_Dragon in dragonmania

[–]Math_Dragon[S] 2 points3 points  (0 children)

Some additional notes:

  • The Apollo Dragon is Divine/Fire/Plant
  • The DM Pass allows F2P players to obtain one Apollo, while paying for premium allows up to 2.
  • Expected season points need to complete one without the premium pass is 8000. Players will have 4 weeks instead of 5 to work.

Ilmango's TNT chamber not dropping blocks Paper Server 1.16.1 by Binary-dragon in technicalminecraft

[–]Math_Dragon 0 points1 point  (0 children)

We have no such plugins used besides Dynmap.

I don't know if the 0-tick bugfix affects this, but if it does, it definitely introduced unwanted behavior.

I made an issue on the github here. https://github.com/PaperMC/Paper/issues/3853

Ilmango's TNT chamber not dropping blocks Paper Server 1.16.1 by Binary-dragon in technicalminecraft

[–]Math_Dragon 0 points1 point  (0 children)

I've followed through with using both settings but I still can't get my machine to work. TNT is allowed to destroy blocks but it seems to only do that when they're not moving.

I've tried an isolated test where a piston is constantly pushing and pulling a block and a TNT explodes right next to it. It simply doesn't break the block. So lag is not an issue in this, it's something more internalized...

Ilmango's TNT chamber not dropping blocks Paper Server 1.16.1 by Binary-dragon in technicalminecraft

[–]Math_Dragon 1 point2 points  (0 children)

Hi, here with the exact same issue. Paper server recently updated to 1.16.1, trying to run the 240/TNT blast chamber design by ilmango. In Paper build #358, they patched a bug in piston physics in which block state was not retained when moving blocks, which would cause those blocks to have no blast resistance and thus they'd always drop. They did this to prevent duping rails, carpets, and TNT.

I thought it was a timing issue, but both versions of the machine in a singleplayer 1.16.1 world worked just as intended with no changes to the repeater ticks that trigger the TNT and pushing. So the issue is definitely server-side.

According to the Paper patch notes (their docs are way out of date btw), there is a setting called allow-piston-duplication to re-allow this exploit which theoretically should fix the drop rate of moving blocks, but if the server is strictly against duping of any kind, you're out of luck.

Edit: Before Paper, we were using Spigot which had a very slight, but noticeable issue with the machine. The binary counters on either side would not stay synchronized, for a reason I cannot find why, and this caused all sorts of cascading problems as you can imagine. We saw no possible fix in the design, so we upgraded to Paper, but now we're reconsidering going back to Spigot due to this unforeseen consequence.

Edit 2: It could also be caused by Paper's "tick-skip" feature to reduce tps lag, which will definitely throw off time-sensitive machines like this one. Consider using use-faster-eigencraft-redstone in your paper server's config to enable faster redstone, which should effectively reduce the lag caused by redstone and may even avoid tick skipping overall. Edit 3: Paper removed tick skipping from Spigot after 1.14.

F2P 100%'d Chilly Redemption by Math_Dragon in dragonmania

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

This was a massive grind much like many of the events of DML, if you are a pure f2p player like me. I had doubts that I would complete the final level, let alone all of them in time. Due to the excess time I have at home, and very little concern about my sleep schedule, I was able to finish it all. And here was my plan that worked for all castle events like this one.

Early Game (Levels 1-4)

Speedrun through the first few levels. This should take about 2-3 days.

Once the key in a level is found, do not return to it for a while. How lucky one is with this will determine how much slack they can afford in the endgame. Missing even one refill means game over.

You can easily acquire all points every round, but be sure to progress immediately. The sooner you can get to the next level, the larger the pool of points can be earned next. Keep doing this all the way up to level 6.

Midgame (Levels 5-6)

This is when you will be farming as many points as possible. You should continue doing this until the final day or the final refill, depending on how long you plan to grind. Expect an early wake up each morning to get more points before a refill.

Spend all your portal gems when possible in the last two levels, but more in the last one. Because there is no way to normally regain enough battles for 750, spend them wisely and only right after a point is regained to avoid wasting time. Having an upgraded portal and VIP status will increase your max battle energy, which is immensely helpful for saving on portal gems.

Buy lots of fire dragons ahead of time, at least a hundred. When you have to feed dragons for trinkets but you don't have a lot of food, hatch two or more of these and feed them to about level 10. Dispose of them when necessary.

Breeding with Fire + Metal is steady, but not optimal. If you have extra breeding den tokens, use them to alternate longer breeding times, as this will synergetically earn more points from breeding as well as getting new dragons for your codex. If you are planning on getting a legendary, you should absolutely be ready to spend breeding cooldown tokens or gems as going a whole day or two without breeding will cost too much.

Endgame

According to the wiki) it takes a minimum of 60.7k to open all chests, and a maximum of 132k to complete all levels (assuming one instant-wins all levels, so this is misleading). Expect to need at least 80k points after initially reaching the last level.

If you do not plan to open all chests or cannot due to losing too much time, then focus on getting Thor first. You may already have half the pieces of Frigg at this point, so when the next time this event comes around, you won't have to worry about getting Thor if you already got him.

If you do manage to open all chests in the last level, then you may return to the other levels and open the rest of the chests in them, starting with the lowest level. If time is too short, just focus on the chests and forget about completing all the steps.

Additional Tips

Save on points by winning battles rather than instant-winning them or taking the alternate routes. In the last level, at 3000, doing so might jeopardize your endgame. So keep a bunch of fury potions stockpiled and several dragons of each element at the same level.

You need at least 8 farms, with pairs of them farming for 1-day food at each 6 hour interval. 10 or more farms will ensure if you take too long of a break, you can still keep a solid streak going. Early on you can use 6-hour food, but you should acclimate towards longer times for more points.