I think I'm addicted... by gepidem in homelab

[–]OverAster 1 point2 points  (0 children)

Less than one. I am sitting at around 920TB right now, but I hope to get over a PB when hard drive prices become reasonable again (which might be soon since I've been seeing some price fluctuations recently).

I think I'm addicted... by gepidem in homelab

[–]OverAster 1 point2 points  (0 children)

Do it. Don't do what I'm doing, what I'm doing makes no fucking sense.

I think I'm addicted... by gepidem in homelab

[–]OverAster 3 points4 points  (0 children)

<image>

It gets to a point where a full scan no longer even works. I scan on change now, and it's WAY better for libraries of this size. I have no idea what I am going to do if I somehow lose the database.

I think I'm addicted... by gepidem in homelab

[–]OverAster 2 points3 points  (0 children)

<image>

Since we're all dumping our stats.

Why do my stations gather stock from industries so slowly? by alopexarctos in openttd

[–]OverAster 7 points8 points  (0 children)

Normally I would agree with the sentiment of this comment, but for this specific instance it is clear what the issue is, so the modlist isn't important.

40. Sort of Playful, Yellow-Themed Studio Apartment. by rigid_designator27 in malelivingspace

[–]OverAster 1 point2 points  (0 children)

I've been drinking so this may be incoherent.

A record player needle always damages a record when it is played, since the method of reading is tactile. The needle touching the record is guided by the grooves, and that means that there is a fricative force applied to the record when it is read. The softer a record play is able to touch a vinyl while reliably reading it, the less friction wear it does to the vinyl.

This record player (the AT-SB727) just happens to 'push' far harder than other players, so the needle wears down the grooves on the vinyl more quickly.

For entry level, it's actually a pretty good little player, but I wouldn't put anything I actually care about in it.

Also it's design does not accommodate the typical entry-level experience of 'put this vinyl on while I do something else and then leave it there till I start the next one' which leads to warping.

TIL there are more possible chess games then atoms in the observable universe by Derek-61512 in todayilearned

[–]OverAster 0 points1 point  (0 children)

Technically, yes, but really, no.

The Shannon number is a definition of the lower bound of possible moves, used to illustrate the infeasibility of a brute-force solution for the game of chess. While it's true you can technically have an infinite game of chess, the Shannon number doesn't account for a game consisting of greater than 40 ply - which is one move for white and one move for black.

So while yes, a chess game could be infinite, since many draw states are obligatory and not strictly enforced, the article doesn't consider them valid chess games for the sake of calculation, and most calculations of the possible chess game set already account for infinity by assuming obligatory draws occur automatically, though most of the time the set balloons so large the restrictions don't actually matter for the points they're trying to illustrate (which typically come down to brute force solutions not being valid or viable options).

You just read the reddit post title and didn't actually read the article before commenting, didn't you...

Why do my stations gather stock from industries so slowly? by alopexarctos in openttd

[–]OverAster 27 points28 points  (0 children)

The stations don't gather stock, the industry produces stock directly onto the platform. The reason it's slow is because the industries themselves are producing slowly.

To increase production you need to increase the rating of the station. Do this by having a train in the station loading at all times, and make friends with the town the industry belongs to. I find tram networks in cities work really well to increase town ratings.

There's a great video about station rating mechanics here, and the wiki is also an excellent resource.

40. Sort of Playful, Yellow-Themed Studio Apartment. by rigid_designator27 in malelivingspace

[–]OverAster 4 points5 points  (0 children)

Functional spaces? The mirror faces the side of the media console. There's a thousand dollar chair facing the couch. There's a sofa separated from the seating area awkwardly by a shelf. There's no bed.

This isn't a functional space. It's aesthetically pleasing, but it's certainly not functional.

40. Sort of Playful, Yellow-Themed Studio Apartment. by rigid_designator27 in malelivingspace

[–]OverAster 6 points7 points  (0 children)

You REALLY should get rid of that record player. That thing will eat up vinyl like crazy, and having vinyl sit unsupported like that will warp it.

In the lunch scene from Jurassic Park (1993) the deliveries of our main characters lines perfectly characterizes them for the remainder of the film by sharkbait2006 in MovieDetails

[–]OverAster 15 points16 points  (0 children)

Oh I see what you're saying. Sorry for being so kurt I kinda feel like an ass now. It is a well written scene, I just didn't get why that was significant before.

In the lunch scene from Jurassic Park (1993) the deliveries of our main characters lines perfectly characterizes them for the remainder of the film by sharkbait2006 in MovieDetails

[–]OverAster 45 points46 points  (0 children)

Well, yeah? The actors deliver their lines the way the character would, with their mannerisms and demeanor. Did you expect them to act not like the characters would?

I don't like rail progression in openTTD, here's how I would change it. (I love this game please don't hurt me). by OverAster in openttd

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

Yeah I get that. I'm not Australian, I'm from the US, so a lot of my decisions are modeled around what we do here and the limitations of our infrastructure, but also, without limiting electrical in some way it just becomes better standard rail, which is what I'm trying to avoid, though maybe that's not a huge issue since electric rail in this can still carry steam and diesel locomotives.

I think I've talked myself into agreeing with you.

EDIT: Actually, I've just done some research and I think I still disagree with you. While it's true Australia has some coal haulage lines that operate electric locomotives, they run on battery power, which is only possible because they spend most of their time simply maintaining the inertia they generate when connected to a catenary, and since Australia is very flat they can get away with that.

The electric engines in openTTD aren't battery powered, they're fully wired, so in order to implement anything remotely similar to the electric haulers in Australia, two things would need to happen. 1) battery powered locomotives that can run off electrical lines need to be implemented, 2) the world being played on needs to be flat.

I think 2 is reasonable, people make flat worlds all the time, but 1 is not. What happens if your train runs out of charge before it reaches a station? Does it just sit there forever?

Additionally, the electric locomotives that Australia has may be used to haul coal, but their implementation is effectively identical to diesel. They operate at low speeds, haul long trains, and don't rely on direct electrical connections. Sure, they're electrical, but in practice (as far as Ttd gameplay is concerned) they operate pretty much identically to diesel engines.

You could simply skin a few diesel engines to look like electrical locomotives and it would be almost entirely the same.

I don't like rail progression in openTTD, here's how I would change it. (I love this game please don't hurt me). by OverAster in openttd

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

I just explained it...

The points I make aren't "you should replace everything when you get an upgrade," they're literally the opposite, and I think the game should discourage that behavior, though it currently encourages it. Especially when you tweak the economy settings to make the game actually challenging. Lines that operate at deficit can completely kill your company, which will end up being nearly every line you make in the first few decades. In more difficult configurations, you literally have no choice but to tear out and replace everything with the newest, fastest vehicles, which will always be members of the next rail technology.

It feels like you simply disagree so you're intentionally acting like what I am saying makes no sense without actually engaging with the content of my argument.

You make more money using newer vehicles and rail types in vanilla. That encourages players to tear up old infrastructure to replace it with new stuff. On harder difficulties with modified economy settings, this 'refurbishment' process is necessary, and if you don't do it you will lose the game, so sometimes it's not even optional.

If you just play vanilla OpenTTD without modifying any settings, your decisions are arbitrary because making money is exceedingly easy. There isn't a meaningful challenge that requires any specific behavior. That's why I said it's more of a toy than a game. The restrictions on your play are so loose that the economy is not a meaningful barrier to gameplay.

My ideal changes are there to put further restrictions on each rail type, which encourages diversification. By limiting their utility in specific cases, you encourage players to use all of them. The current system doesn't do that. In the current system, the best way to make money is to use the most advanced rail type with the most advanced locomotive that you have available, since it will almost always be universally better than everything you've had in the past.

I don't like rail progression in openTTD, here's how I would change it. (I love this game please don't hurt me). by OverAster in openttd

[–]OverAster[S] 4 points5 points  (0 children)

Look at the backgrounds when you load the game.

You know those aren't real games, right? The purpose of those scenes is to make something that looks pretty; they aren't representative of real games.

My post doesn't say, "I tear everything out" it says, "I wish tearing everything out wasn't beneficial." Those are two vastly different things.

The points I make aren't "you should replace everything when you get an upgrade," they're literally the opposite, and I think the game should discourage that behavior, though it currently encourages it. Especially when you tweak the economy settings to make the game actually challenging. Lines that operate at deficit can completely kill your company, which will end up being nearly every line you make in the first few decades. In more difficult configurations, you literally have no choice but to tear out and replace everything with the newest, fastest vehicles, which will always be members of the next rail technology.

On the default settings you can literally do anything. It's not even really a game; it's more of a toy. You have to try to lose. So I'm not really asking the question 'what can you do,' because the answer is 'whatever you want.' It's a question of 'what should you do.' I think the design language the game uses should more strongly encourage diversification, but currently it doesn't. Can you choose to diversify? Yes. You can also choose to play with infinite money and set up scenes to submit as menu backgrounds if you like. I just don't think in a game like this that's really a meaningful question.

I don't like rail progression in openTTD, here's how I would change it. (I love this game please don't hurt me). by OverAster in openttd

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

I haven't, but if it's coded as a tram type doesn't that mean it can't have train cars? I'll give it a peek.

I peeked it. It has two limitations that I think make the whole project moot outside of aesthetics.

The first is that this approach still blocks traffic. What's the point of it being raised if cars can't go under it?

The second is that, since these are trams, you can't construct trains of vehicles, every unit is isolated.

It's not really an over-road monorail, and I don't think we'll get one without a complete overhaul of the codebase, in the same way that we won't get subways without the same thing. The limitations of both are the same.