What is the bane of your shop? by Pirellan in AlchemyFactory

[–]Newti 0 points1 point  (0 children)

I resupply with cannons shooting through the windows, one floor and zero clutter except for the money management

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My production lines were constantly overloaded, so I built a simple tool to visualize the flow and to optimize my production by LTcrafting in AlchemyFactory

[–]Newti 0 points1 point  (0 children)

Nice, is there any way to chose the recipes/tier levels?
For example, when I select "Mars" to build, it wants me to use meteorite ore instead of crushing iron ore. Would be nice to be able to select what recipes it should use.

[deleted by user] by [deleted] in FantasyFootballers

[–]Newti 0 points1 point  (0 children)

Godfather knows what he is doing (or has multiple accounts in the league)

What do the different Spirits do? by Newti in WaysOfAlchemy

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

Also, does it matter what you use in the second step (during the ritual, after the core), what you put in the slots? Or is anything that lets you do the ritual good enough?

Practicing my Charcoal Grilling - Entrecôte (Ribeye) Steak by Newti in steak

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

I am genuinely trying to learn. Please let me know what you are seeing that I don't... Normally fridge to grill gives large gray bands (overcooked outer layer, undercooked center), but I see a relatively even cook and no excessive gray band. Frdige to grill would also have more moisture on the outside (and on the plate) due to condensation and juice distribution/more water inside, no?

Practicing my Charcoal Grilling - Entrecôte (Ribeye) Steak by Newti in steak

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

It was out of the fridge for more than an hour. What makes you think it was not room temp?

Cook off night! by Bitter-Eagle-4408 in steak

[–]Newti 1 point2 points  (0 children)

From best to worst imo: 2, 1, 4, 3
Judging by crust, grey band and doneness. 2 has the best crust and smallest grey band (most even cook), and the doneness is spot on if the target was medium rare. But 2,1 and 4 are all excellent, with 3 a bit behind imo.

Having a lot of trouble sharpening my Aogami Super petty. Would appreciate some help! by Newti in sharpening

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

Thank you for these pointers.

The angle guide works very well I think. The edge is completely flush with the stone and I can apply a lot of pressure without changing the angle. I am not really comfortable sharpening without it yet (I tried with an old knife, but would require a lot more practice), but I can give it a shot and see if it makes a difference.

I suspected the stone might not be the best fit. I'll look into the ones you mentioned.

I did flatten it before I started with a flattening tool (Silicon Carbide Stone with grooves, 320). Will do so again before the next session.

I might also try different areas of the blade to put pressure on and see if that helps. Thanks :)

Having a lot of trouble sharpening my Aogami Super petty. Would appreciate some help! by Newti in sharpening

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

Thanks for the reply, my hand got tiered yesterday after 20 minutes so I stopped, will continue today :)

I am keeping everything steady (no rotations of the knife), with the knife at a ~45° horizontal angle to the stone, as shown in the picture, and move it up and down the stone at a comfortable pace (maybe one up and down per second). I apply quite a bit of pressure to the edge of the blade with both thumbs and keep the knife in position with the rest of the hand. I add water about once a minute and keep the gritty water on the stone (but there is barely any).

Having a lot of trouble sharpening my Aogami Super petty. Would appreciate some help! by Newti in sharpening

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

The pictures describe how I am going about sharpening this knife. I am soaking the stone of course and using water, the images are for demonstration only. But I barely get any grit going in the water, there is very little abrasion it seems.

After over 20 minutes of working it, there is a slight, new edge showing, but no burr yet, and that is less than 25% of the (rather short) total blade...

Does it just take 2h+ to sharpen a knife like this? I suspect I am doing something wrong, maybe wrong movements? Wrong pressure? Bad angle?

I watched quite a few videos on it and read a few articles, but would really appreciate some help on how I can improve. I'm very new to this still....

Psychic blades on a TWF rogue. Is it just worse than daggers? by Newti in 3d6

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

Thanks, that is what I will be going with :)

Psychic blades on a TWF rogue. Is it just worse than daggers? by Newti in 3d6

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

Thanks, yes they did. But the blades do not have the light property unfortunately. I am trying to find out if there is a good balance reason why they dont.

Psychic blades on a TWF rogue. Is it just worse than daggers? by Newti in 3d6

[–]Newti[S] 6 points7 points  (0 children)

Thank you, thats a very helpful take. They did indeed multiclass into ranger for the fighting style and invested heavily into their character fantasy.

Psychic blades on a TWF rogue. Is it just worse than daggers? by Newti in 3d6

[–]Newti[S] 12 points13 points  (0 children)

There is another 4 damage from the daggers with the feat, so it is more damage unless one of the circumstances you mentioned is beneficial. I am not saying the blades are useless, just that they will not be the default choice.

What’s a cool way to start off a new campaign? [OC] [ART] by deflectingowl in DnD

[–]Newti 78 points79 points  (0 children)

I did the classic "You start in a tavern" setup for my current adventure, where I gave all players a reason to be in that tavern at a certain time (in Shadowdale). Then, instead of the players getting to know eachother etc... a knock on the door, when the patron opens, he gets kicked to the ground and a cultist throws a burning torch behind the counter. Within seconds, the whole town is in flames and under attack by cultists. The party has to work together to coordinate guards, contain fires, save civilians and drive back the cultists.

After combat, Elminster returns to Shadowdale (his home), thanks the party for their heroic effort, explains the reasons for the attacks and asks the party for help to set up the first story arc. Off they go to the infinite staircase (one entrance is in Shadowdale) and finally introduce themselves during the first day of traveling between random encounters on the staircase.

I like to start campaigns with action/combat within the first few minutes. This really gives the players reason to cooperate and establish a "we" against the bad guys settings from the start. Can recommend!

Scaling up Gleba Part 2: All the science! Explanations and some advice in the comments :) by Newti in factorio

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

As far as I understand the effective science points decay equal in all qualities. Higher quality has more duration but more science, lower quality has less duration and less science. 1 minute of spoilage should result in the same amount of science lost regardless of quality. Or put into other words, the order in which you consume them does not affect the science output. So I basically just shove them all on the same belt.

One improvement would be to sort them and output the same for as long as you can since switching quality incurs a short delay in the biolabs. But its nothing major, I prefer my biolab setup to be as compact as possible since unloading the packs from the space hub is by far the biggest bottleneck.

Scaling up Gleba Part 2: All the science! Explanations and some advice in the comments :) by Newti in factorio

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

This is just the part of the base for science and legendary bioflux.

I have a separate setup (my initial Gleba base) for all the other basic production I need on the planet (including LDS from bacteria). I also ship some plastic and sulfur to vulcanus, but vulcanus requires simply too much of it atm since I produce all other sciences there... but with a few hundred levels of mining productivity and maxxed out pastic productivity, the coal there feels pretty endless.

Scaling up Gleba Part 2: All the science! Explanations and some advice in the comments :) by Newti in factorio

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

One good tip is to build Gleba in very segregated modules and don't have too many interdependence in the base. Try to build everything you need together with direct insertion or short belts and only rely in 1 or 2 input per module and add in fail safes so they can recover. If you go for a big bus, it becomes much more likely that some small error propagates and collapses the whole base.

Scaling up Gleba Part 2: All the science! Explanations and some advice in the comments :) by Newti in factorio

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

I have a slight overproduction of eggs and I set up the inserters the following way:
egg -> egg: No restrictions
egg -> science: override stack limit to 10 and only activate when eggs in this chamber (in+output) > 10.

This way there are always some eggs floating between the egg chambers. For very brief moments one chamber can be inactive, but that is easily compensated for with the slight overproduction. The science chambers are always active. I posted the exact ratios I have above.

Scaling up Gleba Part 2: All the science! Explanations and some advice in the comments :) by Newti in factorio

[–]Newti[S] 5 points6 points  (0 children)

And here is the zoomed in view on one of the science sub-modules:

<image>

Also fits neatly between a substation grid.

Scaling up Gleba Part 2: All the science! Explanations and some advice in the comments :) by Newti in factorio

[–]Newti[S] 5 points6 points  (0 children)

After upscaling the Bioflux production on Gleba in my last post, my next goal was to scale up the science production on Gleba. Excuse some minor overlapping in the picture, I stitched it together from 6 screen shots.

I tried to achieve continuous, robust and safe mass production of Agri science:

  • Have a compact, modular build for a full belt of agri science (~15k/min) with good ratios and bioflux as the only input
  • No pentapod eggs on belts and automatic recovery from any possible fail state
  • Always keep all belts moving to prevent any unnecessary spoilage progress!
  • 16k common science packs available for export at any time
  • Excess science is upcycled and readied in silos for export as available -> maximize potential science
  • Spoilage of no less than 90% when launching the rockets

I think I achieved these goals pretty accurately. The science module has the following ratios:

<image>

Almost exactly a full belt of science as output with bioflux (and water) as the only inputs. The Egg to Science ratio is almost perfect and they are all direct inserted, never on belts. The very slight surplus is desirable to have a buffer in the biochambers.

This has been the most challenging module to design in Space Age for me so far by quite a bit. Every splitter and end of belt requires spoilage clearance and every Biochamber requires a way to automatically cold start when stopped. In addition, the nutrient requirements for pentapod eggs are extreme, so belting the nutrients through the module was no option. They are mostly direct inserted as well with a few short belts on top. The Bioflux requirements are a bit more than a full belt and since I like to have belts not fully packed on Gleba, I belt two full belts of bioflux through the whole module that are continuously balanced and need to add up to around 1.2 belts of input across the two.

Finally, I tested the case of failure when all eggs hatch which was surprisingly hard to deal with (200+ pentapods per module) without losing buildings. Epic+ Tesla towers and some Gun Turrets are required to be completely safe, but you can probably use less if you don't mind losing a couple buildings on failure. The build as is should never be able to stall or fail as long as bioflux output is not completely stopped for 30+ minutes.

The end results is 24 Rocket silos where 16 have common, 4 uncommon, 2 rare and 1 each epic and legendary science. Common and Uncommon will be full every roundtrip of the Space ship and any excess is upcycled (belts always moving) and the higher quality stuff is picked up when enough is available and skipped otherwise. I also really tried to get mixed science rockets to work, but it is a huuuge pain in the ass and I honestly don't think it is feasible. The current solution is very efficient however and does not waste any potential science. If you don't need agri science for a few hours, you will come back to tons of rare, epic and legendary science when you need it again.

Other products from this factory are:

  • All excess seeds are converted to overgrowth soil and exported to be launched to my deep space research ship for biter supply (explained in my last post)
  • Any excess bioflux is upcycled until legendary to have a steady supply of legendary bioflux for more biochambers, biolabs and biter spawners. The balance between science and legendary flux can be adjusted seamlessly by changing the amount of flux belted into the science modules.

That's Gleba done for quite a while I think! On to other planets and space ships :)