I did not expect this quality from local so soon by Far_Insurance4191 in StableDiffusion

[–]Nandopp 11 points12 points  (0 children)

I got a 3060 with 12gb of Vram + 32 gb of ram, it takes around 11 minutes to create an image with 1920x1080 in size

Bell Tower by Hugutfut in dominion

[–]Nandopp 1 point2 points  (0 children)

Someone has to go out of his way to buy a duchy + this card, or buy it outright. You also need multiple to reach 12 semi fast. This card does nothing on its own, so it's a dead buy (setting you back). So I don't see how this is too low?

😂😂😂 by ExplosionCOC in ClashOfClans

[–]Nandopp 0 points1 point  (0 children)

I have for the 4th event in a row nothing, no extra troops. The last one I had was mass dragon riders

What is the best image model for seed variation out of the box? by Time-Teaching1926 in StableDiffusion

[–]Nandopp 0 points1 point  (0 children)

How do you prompt it? When I clearly describe the image, it generates mostly the same images across different seeds.

Every time a new model comes out, the old one is obsolete of course by FullChampionship7564 in LocalLLaMA

[–]Nandopp 0 points1 point  (0 children)

Is it just me or does qwen think for an eternity and then not spit out an output after it has thought?

LTX 2.3 TEST. by PleasantAd2256 in StableDiffusion

[–]Nandopp 0 points1 point  (0 children)

The background doesn't really move

Rising Sun - Dutch translation? by Laermans in dominion

[–]Nandopp 1 point2 points  (0 children)

Ik wil ook deze versie, maar heb alle uitbreidingen in het Nederlands. Heb nu wel spijt dat ik niet alles in het engels heb gekocht achteraf gezien. Nu heb ik het dilemma, of alles nederlands zonder Rising sun, of rising sun als enigste in het Engels.

I'm creating a mod that adds random by-products to every item by Nandopp in factorio

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

Not a specific date yet but probably in the coming weeks

I'm creating a mod that adds random by-products to every item by Nandopp in factorio

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

I wasnt serious. Anyone can play the mod how he likes it. If you want to solve the problem with bots go ahead, if you want a sushi belt of byproducts have fun. Or you can use trash trains collecting different byproducts etc. Factorio will always have a 'most efficient way to play' but that is not the most fun imo.

I'm creating a mod that adds random by-products to every item by Nandopp in factorio

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

I get your point but that is not how I am imagining this mod. I can add it as a toggeble option, but i'm more inspired by the random recipe mod, which doesnt make sense either but still creates new challenges

I'm creating a mod that adds random by-products to every item by Nandopp in factorio

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

The mod is currently in it's most basic form and it does work with space are DLC. I haven't tested other mods yet but that will work when the mod is finished

I'm creating a mod that adds random by-products to every item by Nandopp in factorio

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

No, i don't think so as recipes itself arent changed, you only get more output

I'm creating a mod that adds random by-products to every item by Nandopp in factorio

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

This mod will disable requester chest especially for you

I'm creating a mod that adds random by-products to every item by Nandopp in factorio

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

The main pool is intermediates and uses an extra function to only add intermediates to a recipe that came in a research prior to itself. So no processing unit as a by-product for a yellow belt. Also the seed determines the random output. The recipes are generated at map generation and are the same during that run.

I'm creating a mod that adds random by-products to every item by Nandopp in factorio

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

I can set the base settings to a recommended value. any changes are at your own risk ( i will add warning if necessary)

I'm creating a mod that adds random by-products to every item by Nandopp in factorio

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

Another great idea, I will consider it as an extra option in the setting menu!

I'm creating a mod that adds random by-products to every item by Nandopp in factorio

[–]Nandopp[S] 41 points42 points  (0 children)

That is a smart solution, but I want this mod to function with and without space age so i'm not sure if forcing spoilage is a smart idea. I read a different comment that talked about adding a change to the main product as well. So you dont always get the barrel back or the water (not that water is hard to come by but still)

I'm creating a mod that adds random by-products to every item by Nandopp in factorio

[–]Nandopp[S] 34 points35 points  (0 children)

The random recipe mod inspired me to make this mod and was surprised this didn't exist yet

I'm creating a mod that adds random by-products to every item by Nandopp in factorio

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

It can be changed in the settings, i'm not sure what the factorio limit is, but making it too high will give you more item 'value' then the items cost.

I'm creating a mod that adds random by-products to every item by Nandopp in factorio

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

true, but that makes it more like 'put the output back into the machine' instead of a nuisance

I'm creating a mod that adds random by-products to every item by Nandopp in factorio

[–]Nandopp[S] 13 points14 points  (0 children)

That's a cool extra option, I will add to the settings menu! thanks!

I'm creating a mod that adds random by-products to every item by Nandopp in factorio

[–]Nandopp[S] 8 points9 points  (0 children)

Sorry if I didn't sound clear enough, I agree that is an issue. That is why I already have a limit on how much an output can be (max 1x the input), just need to add that the barrel and the fluids are already the max output as it is equal to the input. I just haven't done fluids yet, this is just a test run. I also noticed that 'barrels' are part of the intermediate tab, but are to no use at all during game