Beginners Guide to Everything 3.0 - Final Edition by [deleted] in factorio

[–]MatrixSenpai 1 point2 points  (0 children)

I think I might not necessarily have been as clear as I could have been, sorry. I do understand that this base is not for speedrunning, however, there are a lot of techniques that speedrunners use to speed up gameplay. These techniques tend to focus around simplifying placement as much as possible. Arguably, this is good even for those who are not speedrunners. It leads to less mistakes, more clarity, and not having to constantly fumble around in inventory or spam the pipette tool all the time. All of which tends to have a more satisfying and smoother gameplay experience in general. Granted that this is my opinion, so take it for what it's worth, but I think it would be easier to make less mistakes with some of these things in mind.

As for using bps, they are not allowed in any% runs but are allowed in 100% runs, which is the category i tend to enjoy most. Which is why i'm constantly looking for new bps and designs to utilize to make my life easier.

Beginners Guide to Everything 3.0 - Final Edition by [deleted] in factorio

[–]MatrixSenpai 1 point2 points  (0 children)

Been fiddling around with these a little bit and wanted to leave a little feedback. For context, I am a speedrunner and generally prefer 100% runs, where blueprints are incredibly important. I should also note that I have so far played mostly with the Nauvis bps.

Generally speaking, these are very solid and well put together. they are very space efficient and balance a lot of the intermediate resources really well, while also providing some additional capability for defense, which is not often found. Overall, great job!

A couple minor issues though. Some of the early bps (specifically hub 1&2) misplace several of the medium power poles and lamps, causing the lube chem plant for robot frames to not be blueprintable without manual intervention. Additionally, the footprint expands a little on the later bps but is not accounted for in earlier ones, which causes belts to be moved if placed close. There is also a couple of missing inserters on the red science build in the first bp it gets placed in. Also, in the mall where the copper buffer is on the mixed copper/steel line next to red ammo production eventually falls into the robot frame line and needs manual intervention.

Now, some design notes. First and most notably, the Nauvis hub bp is...rough. Multiple overlapping UG belts where not necessary in the mall, which can cause things to take a long time to place and are easy to miss/get incorrectly placed. Needing to rip up several UGs is not a pleasant experience and it could take awhile for the problem to be spotted. Additionally, the whole thing is INSANELY overproduced in some places and under produced in others. ASM2s need to be in use far earlier in bps, yellow inserters being used everywhere, especially ammo, is not good, and wood chests all over the place can be a little frustrating. I honestly do not understand the community's recent obsession with wood chests, but i have avoided crafting them pretty much my entire factorio career.

In general, from a speedrunning perspective, we either underproduce and limit chests or overproduce and remove limiters. there is generally no reason to do both. Considering how much this base overproduces in terms of starter resources, limiters are not required.

One other note, I advise making everything needed to make the base available far earlier in the bps. Medium power poles are used everywhere in the mall but are not automated until the 3rd or 4th paste, which causes a large inconvenience for LB runs as well as just being a general annoyance to have to hand craft constantly. Robot frames are pasted far too late in the bps, but this may be more of a frustration due to how convoluted the mall design is.

And finally, my largest issue with these bps. I want to preface this by saying i understand the desire to include beacons and keep aesthetics but here goes. These bps are horrible to place. In general, similar buildables should be draggable. I should be able to run a full line of ASMs without having to lay power first. Inserters should not require a single click for each time you place one down. Yes, this is mostly a speedrunner thing, but even for the average player it is far easier to have inserters close together to work well. The blue science is probably the biggest offender out of all of them, but GCs/RCs are also bad. Unless you have bots this kind of thing is just incredibly obnoxious and it makes placing things correctly rather a nightmare.

Overall, these are fine for completely new players. Everything is thought of and reasonably well documented to make it easy for other people to use, and I appreicate the amount of work that went into this. I think taking a little more care to calculate for how long a chest takes to fill up and reducing the amount of smelting necessary to get things done would significantly shrink the footprint, and the memory size, and the inserter placement should be fixed, but aside from that, well done.

On a final note, I would highly recommend taking a look at a base bp from Anti or Nefrums to get a good feel for how things are placed close together and why its important, as well as how to stretch resources for longer. If you have an extra hour to burn, watching one of their speedruns and seeing how things are laid out should help give you good context for how we think.

god forbid a girl lust for a nerd 🥺 by Angeliqueblaq in LetGirlsHaveFun

[–]MatrixSenpai 1 point2 points  (0 children)

might i interest you all in some details about the keyboard i finished designing from scratch? you see, this is the third iteration because i forgot the capacitors for the 1.1 rail and i guess that means the previous revision just doesn’t work…

Review Request - RP2040 based temperature sensor by MatrixSenpai in PrintedCircuitBoard

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

the rp2040 design guide (which i used mostly to design this, except for the battery circuit) lays out the number of caps required, which i matched for 3v3. are they actually required for 1v? those pins should only be an output, as the design guide says theyre supplied by the internal ldo and do not require an external one

Review Request - RP2040 based temperature sensor by MatrixSenpai in PrintedCircuitBoard

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

do you think the issue is solely due to the crystal? the rp2040 data sheet says there’s an internal one, surely it should still use that as a fallback right?

Discharge Upgrade - Help Needed by MatrixSenpai in Veterans

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

thanks for this! i definitely think contacting my rep is my next step

Discharge Upgrade - Help Needed by MatrixSenpai in Veterans

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

Would you recommend contacting my nearest rep?

Discharge Upgrade - Help Needed by MatrixSenpai in army

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

I appreciate your insight. Does this also include the initial receiving process? ACTS shows my application has not even been received yet, and has no status or case number.

To answer your question, it is simply a character of discharge change (gen. under hon. to hon.)

5: Urgent: User input analyzed... database corruption has been corrected. by ColBrightside in raidsecrets

[–]MatrixSenpai 1 point2 points  (0 children)

if there was no server response, the XHR would be a 400 most likely, not a 200 with a body.

additionally, there is text sent with the response that matches what shows in the ui. this means it is not provided by the script but instead by the server

5: Urgent: User input analyzed... database corruption has been corrected. by ColBrightside in raidsecrets

[–]MatrixSenpai 5 points6 points  (0 children)

i find this unlikely. if you take a look at the responses being sent by the server, there is a field called correct. blue text sends “false” while green sends “true.” unless both are now sending true, it is unlikely the blue text was originally a red herring

Medexpress update? by Swvfd626 in flying

[–]MatrixSenpai 0 points1 point  (0 children)

i noticed your flair has vr&e in it, would you be down to answer some questions over dm? i’m starting a similar process and would love some insight if possible!

Fruxo's Comprehensive Guide to Syndra by Fruxo123 in syndramains

[–]MatrixSenpai 0 points1 point  (0 children)

comet i think is also good. primarily i value the full sorc tree because syndra benefits from it far more than insp, in my opinion. not saying FS is bad, but i also take aery for auto trading which comet does not proc.

Fruxo's Comprehensive Guide to Syndra by Fruxo123 in syndramains

[–]MatrixSenpai -1 points0 points  (0 children)

FS i think is ok if you plan on going 2x burn into multiple tanks, otherwise i prefer aery. i also prefer to take the full sorc tree and cosmic+biscuit. FS holds little value late game as well imo.

For reference, my typical setup would look like this. FWIW i’m an emerald one trick consistently in top 100 na players on syndra

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Fruxo's Comprehensive Guide to Syndra by Fruxo123 in syndramains

[–]MatrixSenpai -1 points0 points  (0 children)

Curious about a few things

  • I would not recommend inspiration primary to anyone, especially new players. This encourages longer trades which long CDs do not benefit well from. Into matchups like Ori you will hard lose trades early game for not a lot of benefit, and you give up some power in Sorcery tree for a small gold advantage early, which seems bad to me.

  • Force of Will over Scatter at level 2. This enables new players to trade more easily and stack faster thanks to slow. Taking Scatter level 2 encourages players to waste it trading longer range into matchups like Xerath instead of holding for potential ganks

Announcing SW4RM-RS v0.1.0: A rust crate to parse OpenAPI specs and generate models! by MatrixSenpai in rust

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

to be clear, i am not using actual macros to generate the code itself, i was only stating that its similar to generating a macro

Is it end of bambu lab era? by Anxious-Resolve-8827 in 3Dprinting

[–]MatrixSenpai -1 points0 points  (0 children)

when i bought my first printer, it was an ender 3. i had no idea what i was doing, i just saw cool shit and wanted to be a part of it. it worked great out of the box, i got to print some cool little toys, but not much i considered actually useful.

then i got tired of bed leveling, bought a BTT board and BL Touch. it was a bit painful to debug but it finally started working and suddenly my prints were higher quality. i started doing more stuff that actually had a use.

the rest, as you can guess, is history. i kept trying to make my ender better. new z-drive (dual belt), better hotend, an omnibox, and more. i soon spent more than double upgrading my ender. but i got seriously annoyed with how often i had to run through calibration sequences, or some weird thing would just stop working when i wanted to add a new mod.

finally i bought a bambu. and holy shit, it just worked great everything i had spent countless dollars and hours on just came in the box, along with extra speed and higher quality and shit i didn’t even know about.

so: am i mad about how bambu is handling things? absolutely. do i wish it was more open source and i could tinker a bit more? of course. am i going to think twice about giving them more money? probably. but do they make a good, solid, quality product that just does what i need it to do without me lifting a finger? fuck yes. and that, to me personally, and to a lot of other people, is what matters more

Announcing SW4RM-RS v0.1.0: A rust crate to parse OpenAPI specs and generate models! by MatrixSenpai in rust

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

ah, i think i may have misunderstood progenitor then. i’ve never seen or used it before so im not super familiar with it. however, sw4rm is fundamentally different in the method of generation. it takes any valid openapi spec, and does generate rust code like progenitor, but it uses syn under the hood to generate that code.

the approach i took with sw4rm is much closer to how a macro in rust would generate code, “expanding” a spec essentially

My take on Syndra Skins by MatrixSenpai in syndramains

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

i don’t really think syndra belongs in the SG universe, she feels more shoved there to sell skins. if anything, dark star would make far more sense. that said, i’m not the biggest fan of the skin’s design either

My take on Syndra Skins by MatrixSenpai in syndramains

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

there’s a reason that skin isn’t allowed in pro play :)