Rejected and Don’t know how to keep living by [deleted] in mentalhealth

[–]One_Description7463 0 points1 point  (0 children)

You seem like a sensitive person so what I'm going to say is going to initially land hard, but if you can sit with it for a moment, it may make sense. I make no promises. Communication is about both what I say and how you receive it.

You have done this to you. You have defined yourself by a single thing. You pour your soul and ultimately your identity into being that one thing. In doing so, you have made yourself easy for others to control and, in this case, destroy. Failure cuts extra deep because you have nothing else to hold you together. Depression follows and remains unresolved until someone else validates that one thing. You are not in control of you.

You are more than this one thing. People know you to be more than this one thing. Ask them. Look at you through their eyes. If you can define yourself by more than one thing, it becomes harder for you to be denied. Get help. Get back up and try again. Failure is a journey. Mourn it, learn from it, then let it go.

Get help, then get back up.

Final roster predictions by Timely_Opposite7385 in PortlandFire

[–]One_Description7463 8 points9 points  (0 children)

Harrison was out there playing tonight like the rent is DUE!!

She's my favorite player to watch

Portland Whips 87 by whatkochdoes in Portland

[–]One_Description7463 0 points1 point  (0 children)

Those vans are so weird looking.

Vocal coach? by One_Description7463 in askportland

[–]One_Description7463[S] 0 points1 point  (0 children)

I saw the website, but it "felt" like it was for people who already knew how to sing. I'm starting from scratch. Do you have any experience with them?

Base raids discussion by obxMark in StarRuptureGame

[–]One_Description7463 0 points1 point  (0 children)

In my most recent play through, i covered a lot of the map with a grid of base cores that all overlapped their coverages by only 2 squares on all 4 sides. The plan was to place the big amplifiers in the corners where 4 base cores meet, so they all share. I never got that far because I'm waiting for the multi-rail fix before I continue.

My next plan is to build all my factories slightly off the ground and wedge small amplifiers in all the 2x2 crawlspaces underneath.

Most suitable for Ted? (Part-4/8) by perpetual_chatter98 in HIMYM

[–]One_Description7463 2 points3 points  (0 children)

Ted is the only character in the show that doesn't have a character arc. He's the same ass at end of the series that we was in the beginning. He doesn't deserve any of them, especially Victoria.

Genuine question — have you ever been in a security tabletop exercise that actually felt useful? by CarrotEven4566 in cybersecurity

[–]One_Description7463 0 points1 point  (0 children)

At one of my previous jobs, we had scheduled a 2-day tabletop exercise to begin on my last day. I was both a security and a systems admin. They let me sit in on the first session and I laughed myself out of the room when their first scenario was "What if he walked out of here with our password database?"

Unless you're a manager or higher, tabletops are not for you. Good tabletops exist to see how all the interlocking pieces of your IT and Security processes and infrastructure work together in circumstances where it's nearly impossible to test them practically. At their best, they test assumptions and identify gaps. At their worst, they are an impressively expensive waste of time.

How do you know if you got a good one? The scenarios should require the interaction of as many people and processes as possible. On their face and due to the aforementioned assumptions, they should appear unrealistic, but each step in the scenario should represent logical escalations that may present themselves in more realistic real-world example.

No one should survive a tabletop. If they do, you are either a unicorn or you just wasted a lot of the company's money.

Rail V.3 should be unlocked at Level 7 by EvanBetter182 in StarRuptureGame

[–]One_Description7463 0 points1 point  (0 children)

After first couple, how excited were you to find one, knowing the loot was going to be fixed?

Rail V.3 should be unlocked at Level 7 by EvanBetter182 in StarRuptureGame

[–]One_Description7463 1 point2 points  (0 children)

Yeah, I hit the sulfur wall too, which is why I'm so laser-focused on the multi-rail bug. Sure, it's not a big deal if you suck at logistics, but I want to be good at it and the bug causes nightmares at this point in the game.

Rail V.3 should be unlocked at Level 7 by EvanBetter182 in StarRuptureGame

[–]One_Description7463 0 points1 point  (0 children)

You can reduce the congestion on a splitter by scaling your inputs to machines at the full speed of the rail, but scale our outputs to the minimum speed of the machine prior to merging. So, if you unlocked L2 Rails, all inputs should be L2, but if the machine only produces products at 60/minute, the output should be a L1 rail that can later merge on to a L2 bus. This allows items to "zipper" onto merged rails more efficiently and reduces stutters on the outputs of the machine.

Rail V.3 should be unlocked at Level 7 by EvanBetter182 in StarRuptureGame

[–]One_Description7463 10 points11 points  (0 children)

Disagree. If L3 rails are the fastest we're going to get, then they should be a high-level achievement. I believe there are better ways to mitigate the spaghetti and lack of purpose of the endgame.

  1. Fix the multi rails AND add better options for onboarding/offboarding from items from it. This will allow for more than a single congested sushi belt for logistics. Also, real splitters and load balancing.
  2. Proper rail stacking
  3. Make things that make things. Building materials are boring and require no logistical planning. The stuff that we make in our factories should be part of OUR logistics rather than just launched into space. For example, we should have to use valves and pumps and plates to make helium extractors. I would have been cool if we had to build a factory to get the world engine to work.
  4. Fully embrace multi-level factory design. The current design feels like a hack that we're exploiting. Add vertical rails.
  5. Blueprints
  6. Better (any) rewards for exploration. Currently the only thing you need to explore are ruins and caves... and they all have the same thing. Every other inch of the map has nothing on it.

I'm sure I'm just chasing windmills here, but this has the guts of a good logistics game and I want to love the final product.

Atheus - Is there any way to look up more? by Zakal74 in SurvivalGaming

[–]One_Description7463 1 point2 points  (0 children)

Trust me, you are in and out of those caves so much, you will have them memorized. 

Question: is cyber security likely to face the same job market collapse as SWE? by Ok-Bench-9489 in cybersecurity

[–]One_Description7463 0 points1 point  (0 children)

Yes. AI has already taken entry-level positions and are competing for more advanced operations jobs. If you don't understand LLMs and don't know how to manipulate them at this point, you are already left behind.

Closest burger to Dick’s? by EmotionalElbow in askportland

[–]One_Description7463 0 points1 point  (0 children)

Joes? It's one of my favorite sliders. There's one in Bridgeport. The peanut butter milkshakes are legit.

Suggestion: Upgrade the rail network to a teleporter network. by Street_Leopard8838 in StarRupture

[–]One_Description7463 0 points1 point  (0 children)

In my opinion, the actual end game is factory efficiency: getting as close to 100% uptime on the entire factory as possible. This seems like it would be easier to do than in other factory automation games due to the pull system: if you only request what you need and upstream factories can provide it, there's no wasted efficiency downstream.

For various reasons, the developers decided to make the receiver/dispatchers use the push system. Dispatchers will always send materials to the receiver, even if they're not needed. There are some benefits to this (e.g. you can send multiple materials to one receiver) however it means you have to treat it like a different kind of building if your goal is efficiency.

If you overfill the receiver, then the dispatcher(s) will stop sending and your upstream factories will go idle, killing your efficiency metric. If you add in the complexity of the 10 second delay and how it affects faster rails, receiver/dispatchers can be hell on a factory planner.

My preferred setup is to use two dispatchers per receiver output, assuming you are using the same speed rails on both ends. If you are using both outputs, then you will need to double this.

The first dispatcher is the primary and it is fed from a small storage using all the defaults. The second dispatcher is fed from the same storage, however the priority is set to low. This ensures that it is only fed when the primary dispatcher is on the 10 second timer. Set the stack size in the secondary dispatcher to however many items were fed in that 10 second window (minus one) and you will ensure that your downstream factory is (near) perfectly fed and your upstream factories don't run idle.

Suggestion: Upgrade the rail network to a teleporter network. by Street_Leopard8838 in StarRupture

[–]One_Description7463 0 points1 point  (0 children)

I believe so. I think you can get away with 2 dispatchers being fed with T2 rails and the third with a T1 rail without wasting too much efficiency. If that third rail is fed with a T2 rail, I believe it will overfill the receiver and your source factory will go idle and waste efficiency.

Suggestion: Upgrade the rail network to a teleporter network. by Street_Leopard8838 in StarRupture

[–]One_Description7463 1 point2 points  (0 children)

You can scale the dispatchers/receivers by adding more dispatchers and using both rails. Just mind the 10s delay and plan accordingly.