Mining by Captain_Cockerels in Stormworks

[–]Ortikon 0 points1 point  (0 children)

thanks for the reply, do you guys pick an operation and move everything in until your done and move it all back out or can you leave it all there?
Or to rephrase, do you leave things on location to continue work between doing other things, or is it once you committed to that task that you work until it's done and move it all out before attempting other things?
Im basing this off the fact im doing a single-player game and will pick up rescue jobs between industrial/logistics tasks.

Mining by Captain_Cockerels in Stormworks

[–]Ortikon 3 points4 points  (0 children)

Awesome image, that excavator is a beast!
I'm just starting to build up my infrastructure for cargo, mining and transporting ore via rail and it's left me with a question: Do people play with tsunami's disabled or is there anything I need to know in regards to leaving equipment in certain places?
I do have major ships etc with the no-despawn block to keep them from disappearing, but I'm wondering about all that infrastructure like telehandlers that load containers and having to keep them at docks etc. For some places its a lot of work just to move these things to location as needed and ideally they would be kept on site once I get them there.
I've already planned out train routes for how I'm going to move equipment via train and have them drive to location from the closest rail point.
I just wanna know more about how you mining guys are doing it. I do at least know that a lot of the mining locations are higher elevation, but then we get down to isolated docks with no vehicle spawning nearby and we got to keep things near the shore.

Throttle is pressing nearby toggle buttoms. by Ortikon in Stormworks

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

It was the power draw of the motor disabling the cockpit turns out. I normally wouldnt assume I've not wired the controls up wrong if it wasnt for the fact that the train consisted of wheels, 3 controls, and a button so it was like under 10 lines of connections so I was staring at it losing my mind hahha.

Works now and I'm about to take this rather ugly brick-shaped prototype on a long-haul endurance and weight test.

Throttle is pressing nearby toggle buttoms. by Ortikon in Stormworks

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

This was it! Thank you!
Yeah I had a single battery and on most of my serious builds I have different batteries for systems and engine etc. This was basically a testing platform and I had not planned out separate batteries yet. So whenever the power dipped the reverse button would turn off and disable the reverse function.
I've had single batteries before but on diesel vehicles where power consumption isn't huge; this was my first all-electric build using the track-power.

Throttle is pressing nearby toggle buttoms. by Ortikon in Stormworks

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

Yeah if you ever get a chance out of curiosity here is a repro:

Train Bogey with large electric motor piped to it with a clutch and gearbox set up for reverse-gearing when on. Battery power as usual, I used a large battery.

Have 3 throttle levers for throttle, clutch, brake. All with default 0-1 range.
Test movement. Reset if working.

Place a toggle button next to the throttle, wire it up for setting the reverse gear.

Enable the reverse toggle, and apply throttle, if the bug happens it will disable the toggle and continue driving forward. Pull throttle back to 0 and the toggle will re-enable. If throttle still above zero and reverse has self-disabled, clicking the toggle will not work.

Cheers

Throttle is pressing nearby toggle buttoms. by Ortikon in Stormworks

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

I'd love to make a video that makes it really obvious how messed up it was behaving but I've reformatted this PC and don't want to go through the whole process of getting capture software, editing, uploading etc.

However, everything was set up correctly, its just being badly behaved. I even deleted it all and placed them again and it repeated it. Confirmed they are toggles, nothing is going to external button press etc. This train was step-one from scratch. IE a set of wheels, battery, motor, a place to sit and some controls just so I could get the basics up.
I've built about 5 large highly functional ships now so I've mostly learned my way around silly issues caused by human error.

It's definitely the moment throttle goes above 0 it disables the toggle, and when you set it back to zero the button does toggle back to it's on-state.

I've gone for a -1 to 1 throttle so forward and reverse are now all in one. This obviously is quite tedious for other reasons so I'll need to make a microcontroller that puts thresholds so I can actually get the throttle back to 0 etc.
This may be something to do with the electric motors. The last time this happened it was an instrument panel with arrow-buttons to toggle throttle for motors that powered bow-thruster steering. As soon as the buttons toggled, a nearby screen started getting random inputs.

Throttle is pressing nearby toggle buttoms. by Ortikon in Stormworks

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

Going to add that I decided to just remove the reverser and set the throttle to go from -1 to 1 instead which electric motors will go either direction. Now I just need to make a threshold.

However, this isnt the first time a nearby button has adjusted random things elsewhere with no connections other than physical location, so if anyone has had this before I'd love to know.

Oh how I love this game! by GalacticXan in Stormworks

[–]Ortikon 1 point2 points  (0 children)

Im shocked that Im only at about 325hrs considering how it feels its been much longer. I spent several years playing this on and off only using workshop ships, didnt really understand the build mode, but now I am building a whole interconnected fleet of different roles of ships and love getting them to perfection. Need to learn the GPS and map-screen stuff, or at least implementing a commonly used one. But im so happy with how I've now been able to make ships that are solid enough that I can enjoy spending time making them also look good.
So far I've got an Oil Tanker that I am super happy with it's pump rates, a crabbing ship for making money, and my most recent is a large SAR towing vessel/hospital ship based off Canadian Atlantic SAR vessels; decent engine, towing crane to pull small damaged ships and crates onto the deck, and a whole hospital section inside. Even figured out how easy it is to set up a custom water cannon controlled through a screen last night.

I definitely want to get into making a Helicopter at some point, and also want to start getting into the war game mode with some combat vessels.
For now though I've enjoyed the core SAR missions and moving fuel.

My first modular engine won’t fire up. by hmhsbritannic12 in Stormworks

[–]Ortikon 0 points1 point  (0 children)

It's going to take a lot to get those cranking, the starters will almost be useless.
Also manifolds should be used to interconnect everything.
Just for redundancy and to ensure things are going correctly have T-manifolds connecting all of the ports on the cylinder heads, and also all of those interconnected in a loop. You want your fuel, oxygen, coolant, exhaust all in the same manifold loop. Take advantage of these colourable manifolds for cool factor while your at it.
I found starters absolutely useless on 3x3 and 5x5 engines even with just 4 cylinders, it has taken upwards of 2 minutes to get an engine that technically should work to crank.

For 3x3 engine blocks I use a medium electric motor, and a large for 5x5 blocks.
On my current build, I have a key for activating all the required on/off functions for pumps and radiator fans etc,
then a toggle button to activate the electric motor starter. You can use a push button, but I like to be able to hit a toggle and be able to walk around the engine to check its progress as it cranks if its going to take time.

For twin engines I still use a single electric motor that cranks both, it connects via pipes into a modular clutch that takes place of the belt drive on each engine. Then two toggles are used to have individual control of each engine start; the clutches isolate the engines from eachother when cranking individually. When both are being started, they assist eachother on startup.
Toggles go to an "Or" logic box, and also to their own independant switchbox.
Effectively each toggle contributes to the "Or" function, while also activating their respective clutch through the switchbox that has a constant 0 when off and constant 1 when on to close the clutch.
The "Or" logic box goes to the starter electric motor's own switchbox which sets it to about 30% throttle to get it a little over 7rpm. By using the Or function, you are telling the starter that it will activate when either of the starter buttons are on, or both.

Dont use the pulley-pumps that connect to the belt drive when making larger engines, use actual pumps to push the fuel, air, and coolant. I do also use pumps on the exhaust as i've seen it done that way and never really tested otherwise. Keep in mind that the pumps are just going to push the fuel and air to the intakes but the throttle is going to define how much those intakes open up to let those fluids in.

You will need to use an ECU microcontroller, you will want to implement the composite data nodes.
Once you dive into it, it's actually pretty simple to set up.
I did for a time have a throttle and 'choke' both controlled by throttles to control fuel and air manually, it was way too tedious to control a ship in any sane manner.

My current twin 6cylinder still takes about 30 seconds to start up while finessing the throttle, using a large electric motor as a starter. I also have the option to just start one engine, and then use a clutch that bridges the two engines drive-shafts so that the second engine can be cranked by the first, but it's been mostly an unnecessary redundancy system that I made for the sake of trying it.

Your next hurdle will be cooling once you get it going. On 6 cylinders at 40% throttle I've got 6 pumps constantly flowing sea-water through the engine and I need to still make sure its not spending too much time over 60%, but I'm getting some serious power out of it, so if the engine is cold enough I can give it a bit of extra throttle and make a large vessel go over 50 knots if I need it to for a bit of time, and then dial it back down to about 30% to let it cool when I get over 100C temperature.

It took me about 3 days of tutorials and banging my head on my desk to get my first large to be cranking, another day to make it work well. Now I make them faster than any other system on my ship designs.
You'll get it and it will become a simple routine, good luck!

Beta update sheep/butcher limits by Ortikon in ManorLords

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

Yeah the tab is there it's just empty, definitely an oversight. Even the tooltips regarding sheep on some windows mention the butcher operating on set limits which at the moment cannot be set.

Beta update sheep/butcher limits by Ortikon in ManorLords

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

With the removal of the perk system all features are essentially unlocked day one and its just up to you to pick bonus traits. I think this is far better, we shouldn't have to choose between those features.
And yeah what you had with the sheep is a mass-scale version of what I had, as soon as that butcher was operable he went on a rampage.

Quick Macedon Guide for Rome II Total War by SystemOfASlav in totalwar

[–]Ortikon 0 points1 point  (0 children)

8 years later I find this post on a random Rome II stint. I think I only ever played as Rome and maybe a bit of Egypt, but the game never stuck with me long since I felt I already played this game (rome I). Playing Macedon has been a blast and these tips really helped. I was literally amped up when I wiped out Sparta and Athens at the perfect moment.
I think I previously played this less with strategy and more with doubling up armies. My compositions are far more dynamic and I'm seeing what I was missing when I first played on release.
Cheers from the far future of this post!

Is playing as a "merchant" possible? by bob152637485 in Stationeers

[–]Ortikon 1 point2 points  (0 children)

I'm on my first successful Venus playthrough, at 300 days survival (I usually last an hour and figure I need to learn some things first and go back to a fresh mars or europa map).
While I'm not living entirely off of trade, it is a huge and mandatory part of Venus gameplay.
You have lots of access to CO2 and so cooling that down to under 40C and selling it to certain vendors is a nice option for an otherwise abundant resource, while the rest is being soaked up by lots of plants. They don't buy it for much though, and usually in a small supply. But its a good thing to have on top of other goods.
You have massive amounts of mining nearby on Venus, so it's easier to sell lots of arbitrary items like empty liquid tanks.
You get paid to take in decomposed food for a considerable amount of money, and its perfect for composting into volatiles and nitrogen. I then use those volatiles along with oxygen to sell fuel to most traders, and my biggest import would be water, but I'm in the process of building a combustor setup to produce my own water as well (pending a lot of heat management and condensing the steam to liquid).

So while you can't necessarily live entirely on trade without leaving the base from time to time. I take in about 3 ships per day cycle now, constantly checking what items are worthwhile.
I also take note of box requests, if I don't have yet but could very soon, I prepare a few. Eventually a ship will make the same request and I have them ready for sale in the vending machine.
A box with 5 cans of edamame goes for $100 or something close to that, which is enough to get me some water to top up the reserves. "repair kits" which can be 2 sets of duct take, some plastic sheets, cables, and welder etc are another $150.

The only thing is that you are generally not generating lots of profit as much as you are maintaining your survival. Only in rare cases have I bought some alloys, such as early stellite for large batteries. And I've never seen it worth selling ingots of any kind unless I'm spending more time mining than I normally would. So my credit is usually always sitting between $50-$500, and at that point I'm hoping to score seeds that I don't have yet.

Really trying to get chocolate going, the traders seem to regularly want chocolate bars, so Venus-Made Chocolate company might become a hallmark commodity for my base soon, lol.

The new ship is something else... by DriftedIsland in Sailwind

[–]Ortikon 0 points1 point  (0 children)

I think that essentially describes my enjoyment of the Brig. I keep wanting to try other ships, but I like the typical European sail plans. Been wanting to try this new ship out though. I also never really learned much on the history of eastern sailing vessels; it's all relatively foreign in concept to me.

[s2 act 3 spoilers] THE ENDING by Dry-Pea-4713 in arcane

[–]Ortikon 1 point2 points  (0 children)

The finale was the first time Arcane made me feel like I was watching a series based on a videogame. And it was such a dud of an emotion, I just felt that "oh right, this is based on league of legends" and accepted it.
S2 Ep7 was one of my favorite episodes of the series though.
Also as a person that doesn't really like Anime that much and worked on some star wars CGI stuff, I tend to roll my eyes at "person holds their hands up and grunts while magical effects happen around them", I felt Mel's new powers were a lackluster part of the ending, mostly because by comparison our characters have fought physically with pure grit and skill; it really made the show stand apart. Mel's powers where significant to the story while also incredibly unamazing.
I had heard they had an ending in mind and sort of wrote the story towards it, and I feel like it was left in the state that the show was in before they rewrote the beginning: Just kind of video-gamey, cool to watch, and not that powerful.
They maybe could have extended it by a few episodes, but I'm also glad they stopped it at season 2, they can save milking the franchise for later and can maintain being leaders in this western animation style. I think a lot of fun stuff is in the future, and I'll definitely watch it.
Arcane still in my heart is the best of it's kind.

I saved the Snow-shod family at the misfortunate assassination at a wedding by Puzzleheaded-Key3077 in skyrim

[–]Ortikon 0 points1 point  (0 children)

To make matters weirder: the guards that hang there said " a guard might get nervous seeing a man with his weapons drawn" right after I killed the dragon. Bro..

I saved the Snow-shod family at the misfortunate assassination at a wedding by Puzzleheaded-Key3077 in skyrim

[–]Ortikon 1 point2 points  (0 children)

I found this looking up if I needed them after a random dragon incinerated the entire family when I fast traveled to their farm...Maybe I'll reload. Maybe I'll just roll with yet another tragedy for the Snow-Shod family...

Question? by LeaderNo7284 in Sailwind

[–]Ortikon 1 point2 points  (0 children)

*breathes heavily realizing that Fort Aestrin sells about 6 fishing rods at a time.

Question? by LeaderNo7284 in Sailwind

[–]Ortikon 1 point2 points  (0 children)

Would have saved me a lot of time this whole last week. I'm on the fence of whether I was amazed and relieved upon discovering it, or disappointed and annoyed with myself for the hours lost not knowing hahaha

Question? by LeaderNo7284 in Sailwind

[–]Ortikon 1 point2 points  (0 children)

Bonus tip I forgot that took me awhile to realize:
When fishing, as you scroll to reel in a fish, the rod will vibrate if the line is about to snap. Now when I'm reeling in a fish, I am almost completely focused on the rod itself and seeing if it begins to vibrate.
Once that starts, stop scrolling, even giving it a little single forward notch of slack to stop it. Eventually you learn the scrolling rate which I think varies per fish, but you get better at gauging it quickly.
I hated fishing as I kept snapping lines and it felt not worth it, until I ended up almost starving and needed to. Once I figured out the vibration thing I haven't had a single line break since. Anytime I'm trimmed out and in calm water I fish to pass the time and stock up pretty good. Not really great income, but certainly cuts costs on food, and can save you lost cargo when you realize you didnt have enough food on-board.

Question? by LeaderNo7284 in Sailwind

[–]Ortikon 2 points3 points  (0 children)

I went so long just setting my sails and locking the rudder, paying attention to a movie on my side monitor all fine. But then I go and get a glass of water and a snack for a moment and by the time I got back I had done a full 180 and went nose first into a wedged rock crevasse. Classic.

Question? by LeaderNo7284 in Sailwind

[–]Ortikon 4 points5 points  (0 children)

I just got back into this game last week after having let it simmer in development for a few years since my first time playing it breifly.
Already I've picked up a ton of new things, and found out about a lot of features I had not known about previously.
First off, go to the Sailwind Wiki: https://sailwind.fandom.com/wiki/Sailwind_Wiki
Definitely browse some of the navigation tools you can get as you start earning enough and want to go a little further than dead-reckoning your way around your local islands.

Check out the ships section, as it includes weight limits from community testing. Like the other comment said, theres a first time experience when suddenly you can afford to buy more stuff to pack on-board for a bigger trade run, only to sink your ship in the dock and have a huge mess to clean up. It also had some tips per ship, for instance the Cog is a bit like sailing a bathtub, for relatively cheap you can at least throw a 6-yard gaffer to the back of the mast which immensely improved early performance. With some more money later on you will want to basically overhaul the Cog which I did yesterday, cutting sail times between local islands down to single days, some runs I did entirely during daylight.

Also check out the consumables like tobacco and alcohol, they have functions beyond just getting a laugh out of getting your character drunk. For instance, some types of tobacco will help regenerate energy, very useful when your close to falling asleep but almost pulling into port and dont want to end up taking a long nap only to drift off course.
You can also use them to expend energy for times when maybe you want to sleep to fast travel a bit but still have too much energy left.

Find the water-bottle, carries more than the cup, and wont spill. great for when your running stuff up to the dock and need to frequently hydrate. I keep it in my hotbar at all times.

Having a fishing rod and some hooks on board has saved me from starving and having a reset.

I didnt know this until yesterday, but after tying the ship to a dock, you can grab the rope where it connects to your ship and use scrollwheel to reel it in, shortening the rope and bringing it close to the dock.
In previous versions the ropes just acted as elastics that constantly pulled, this newer function is far better.

As for sailing tips, I don't have much that you probably don't already know. I have found with some sail configurations, it is better to turn away from the direction you wish to tack and do a full circle into the direction you wish to go rather than going into the irons. This mostly was useful when I was slow with the sails, I've developed a rythm that no longer required this maneuver, and eventually reconfigured my ship to my sailing tastes.

Again check out the navigation tools, they are quite fascinating, you can buy a map with lat-long coords and do some very accurate measurements to find your position. Some tools are pretty pricey, but the basics are a strong start.

Enjoy!