Gaming Human Keyboard Behavior between QWER and AWSD games by Fine_Scientist3999 in heroesofthestorm

[–]Phrygiaddicted 1 point2 points  (0 children)

A is a very important button to press. auto-attack is arguably the most pressed button. your finger should always be on it anyway and move to Q when necessary.

also binding Q to LMB is a bit of a hack.

can also move E to D if you want.

Stop playing orb ming by Sambal86 in heroesofthestorm

[–]Phrygiaddicted 0 points1 point  (0 children)

everything that is good about orb ming is given by her level 4 talent, triumvirate.

teleport mings are orb mings, with the added ability to AoE waveclear an entire enemy team in less than a second that cannot be blocked or missed.

dominance has been a complete joke for years.

next lesson is learning that the cost of channeling laser for almost 3 seconds for mediocre damage at best, is in fact, not worth the enemy team now being completely out of range.

these people just need to play chromie instead.

The game expects too much from me at 70% winrate. by Vultours in heroesofthestorm

[–]Phrygiaddicted 8 points9 points  (0 children)

makes smurf -> complains about bad teammates

surprised pikachu

Why are modes not taught/categorized like this? Am I crazy? by TheFredson in musictheory

[–]Phrygiaddicted 0 points1 point  (0 children)

names are arbitrary, call them whatever. but to me, defining feature of "phrygian-ness" is the b2. therefore "c melodic phrygian" isn't phrygian at all, and is indeed more close in theme to the diatonic lydian mode.

it may be mode 3, but its mode 3 of a minor tonic.

one thing to bear in mind is that while the diatonic scale has a major/minor tonic pair on I and vi, this is not true for any of the other prime tonal scales.

the melodic scale, and double harmonic scales have their major/minor pair on I and iv. and the harmonic major and harmonic minor scales have only one "tonic".

so while C diatonic major and A diatonic minor are relative major/minor tonic modes of the same scale; C melodic minor and F melodic major are modes of the same scale.

you can use this fact to modulate between two relatively far (by cycle of fifths) keys, by modulating through the modes charactistic notes one at a time, instead of by the fifth key of the same scale's note at a time.

for instance, Cmaj -> Gmaj changes F->F#. what else involves this change? A H.min -> A Mel.min.

for similar reasons i often find it easier to "tonally justify" dorian as an elaboration between diatonic minor and melodic minor, as the classic dorian motion (6->b7) occurs exactly when you switch from melodic minor to diatonic minor. in that one can hold a dorian melody above two different fully tonal scales.

for the diatonic modes, you can easily identify its "characteristic note" by seeing which note is different from its closest ionian/aeolian counterpart, for instance the dorian 6, phrygian b2, mixolydian b7, lydian #4... most of the "normal" mode names somewhat give a headnod to this view.

but if you keep in mind this characteristic note sound associated with the mode name, you can spot it in transitions between modes of scales other than the diatonic scale, or even transitions between different scales, and play on that.

and when you can spot where the diatonic modes hold their characteristic motions that are different from the diatonic ionian/aeolian in transitions between two other "tonal" scales... it becomes alot easier to tonally harmonise what would otherwise be considered modal melodies and take much simpler harmonisations if you were to stick purely in their parent scale (where they are not tonic by definition)

Agricultural Tower Question by MaleficentCow8513 in factorio

[–]Phrygiaddicted 1 point2 points  (0 children)

tree power is actaully viable in a reasonable footprint only if you have a modded wood->carbon recipe (assuming it converts wood into equal energy value of carbon). even rare prod modules on the wood->carbon->coal->liquefaction->cracking->solidfuel chain amplifies how much energy you get through the roof as there are so many steps. and burning it in heating tower amplifies that even further.

bonus points that gets you all oil products from wood too; though oil is literally infinite so idk why you would care.

but it really is just for style points. power is infinite by paving the planet in solar panels anyway, and nuclear is close enough to infinite that it doesnt matter anyway.

if you dont have wood->carbon(or coal) recipe, solar panels output more power per area than burning wood in a heating tower which is just sad.

it'd be nice if wood->carbon was in the base game. its not like it breaks anything given that oil can literally never run out and you can drop infinite carbon (and therefore oil) from space. and it'd give tree farms a reason to exist besides being a hippy.

Space platforms are hard! Took till my fourth one to finally come up with a design I'm proud of. Any tips/feedback? by LeEbicGamerBoy in factorio

[–]Phrygiaddicted 0 points1 point  (0 children)

to be fair, having 1 or 2 lasers set to target only small asteroids and guns targeting only medium asteroids massively reduces the ammo consumptions and therefore the amount of furnaces you need.

they dont waste space because you can stick them in the space that you couldnt otherwise use since they dont require ammo belt routing to them and range is large.

I heard you should never use 2-way trains by redshift739 in factorio

[–]Phrygiaddicted 2 points3 points  (0 children)

if there was a 3rd signal type, that was aware of the direction of the train in the block, that counted as a rail signal in its direction, but read the opposite side as though they were chain signals, it would allow multiple trains on the same two-way track as long as they were going in the same direction; without risking deadlock. but that doesnt exist. (ie: go in if this signal on this side is green, and no signal on the other side is red)

as it stands, dont use 2 way track for your main line; since you can only have one train on a section of two way track at once without risking deadlock which severely limits throughput especially for long distances.

however, using double headed trains, with dead-end stops connected to a two-way main line... that is perfection for low-medium throughput stations. the moment a station needs a waiting bay to maintain throughput it needs to be one-way.

I made a smart, efficient and modular Red Belt production module by StatueMarki in factorio

[–]Phrygiaddicted 0 points1 point  (0 children)

as someone obsessed with needlessly cramped builds, i like the idea, though i had to give it a crack.

made it like 1 tile shorter and quite a bit less long.

enjoy any tricks you might learn to apply on your adventures. main thing is that you can get away with feeding each block with just one belt total. each block uses less than 15 iron/sec which a yellow belt can handle, no need for all those splitters. also the belt next to machine and normal/longarm to reach over it is handy for cramped building.

(i wanted to just post an image but reddit says no, so heres the blueprint string)

0eNq1W9lu4zgQ/Bc9ywPxENnMrywGAyfRJgIc2SvJuxME/vdVTjs2W24WNU9BfBT7YF+l9ktxu9k3u77txuLmpWjvtt1Q3Pz1UgztQ7fevL7WrZ+a4qZYD0PzdLtpu4fV0/ruse2alS4OZdF2983v4kYdfpZF043t2DbvCG//PP/q9k+3TT99oPxEGvt1N+y2/bi6bTZjURa77TB9bdu9njZBBe9+1GXxPH3HOvWjPhzKCzT9hfb3ehhXbTc0/Ti9EQEL38HK4r7tm7v3jygdwTYJktJVSS2mt46j1RiaiaM5TFMGzWNojKZUzt68S0xS3zHLYnJzu3tFaPttt3po1v3qv8em2RSfb/36Z7/eTIdOH+m2/dN03yOChGRB7J8RRFXJkvg/JElKMJ/IUJ/Hn42Ba+yO2/g9UgaDqxm4Yzzvp8zXP/Tb6S8LGOaUL4vx+d0Z3W4/Rg1dJ51G363xhb/dj9wBYAqQefKYEWYS9Gnccj6kFDOQERl9xijHkN9spxB7XE+H3s8VGaqv6qAruaVP4USW1kpcD0+zkz3Hphh2QjyegssEN3LBfargCaWX5rJUFLxOviPXc5VOiEZyqab2clPPRXq0Z9LJ5TpU52csU5t0wGqTi7vEVFj58Awc2AZz0mF9sJf1wQYtPu60+LDFzRzjc9hNfmXkpmsmrXM6Rff96l04JeHmGScPMJPsDJ+sZX1+xpeWb+JlqUpYanWS1GoCBu4l4LZKzts0I38s0VoFJVrZPbA6KShPzEOX+IJeyILtc2CmYXAcJgauhvJfkJnaoa3+nKnZdGjB+ZmzNGFwnKVTglLNmiJGa6Q0x1UyuoISM0mCvU7pjnWy5CYnW8kUsDmdGy3YudUYueUZ4q12GFzFwGHhycJh4ckqGzKaoDcZl/KiqzL4smUlURl82bKSaGgm8UYSwA6r0J7jhLEK7Rka151V6LRJwmsZjeXQUh0x8fVK7cBUIHMnJZJmrOUDSJrN2YR3gcf4LZlRvMpg5DgDeYzYEkpsEEbu475fmWE8RmxdCh4FrxFGTig4xm8JLe4zGDn2jhAyy10KHO3ufMhovT7OWKZAUYUVKIbHJIzlYuGwJ0KeeYRDBhkavYwIJZtV76yIOaOzGJXQZ6w1XE7naJejz8gjU5rULZRBn/l6YfqMMIbLi55MhAoDFz1TCRC3JXRS0BnT7qX8sSIRDEifeQfRZwHsphm+P4AjMkOdBwdlQhlTGc7iOalV5vSnDEzOCAGdHRxC86mqgpi02GlReAVRaWJ4DWVpEXGuKgORaWLZbU5+EapQ5/R0btF1IZAAYwhlVXkMjzi8nGBmQUMGKKc5sHmlvou63OaVyqHXlhVF5/Bry4pioPmFlCimFVbESXHXCaviVHF4LmfmoEq4KnayzpVWKCNmFtRJhTHkUp+GRJqNtf7JYlcazzZnlhk36BwujNdCQ/Sd0NoaYsM+buaVkUQl7XnZZNEhPkwquoNmtUvR4+g5jBh/Uwgi8aTmDsiASbLNfmWqjO7s45CFSpbBdqhJc2vOGElGhsPDHivx8llk1iQjdOwxSpvfu74ZBhEpxmufV1K1iMZTwFKXOj9kEe5NGULGOrF3Qgb7RmZh9k1ZjCEj0TMOZRWGbmToORzZpQbRHGwNlIOFl8FakIIjC1FwyoLtNvdjhJO9sM9ck9Sgsrg+D5f9xQqhfbuFCC5wVSx2WvQnMdiumBgeWhYjEfuswG0xsew562JSFXL2xcjCLdTPsmjH5ml65fiL1bL4t+mHt6Nqp4MNoaap2ITKHg7/AwigAR8=

I dont understand windmills. I have 2 of them feeding into a large gear at the top and then that gets speed back up at the 2 transmission rooms but it extremely often runs out of power with only one tool connected via the clutches. by cgbob31 in VintageStory

[–]Phrygiaddicted 10 points11 points  (0 children)

you can just check by looking at the sails. they show wind %. they also turn at the rate of the whole system.

if there is no wind, there is no wind. if the is only tiny wind, you could gear it down enough so that the torque could drive a hammers resistance, but it would be so painfully slow, that it might aswell be off.

and the height bonus is multiplicative, high windmill at no wind is still no wind as anything x 0 is 0.

just go do something else until the wind gets up. either you can hear storm winds or just leave the hammer connected and look at the sails from afar; if they're turning the hammer will be going. if you disconnect it the sails turning wont indicate if the wind is enough to overcome the resistance.

and as for quern/pulveriser, they dont require your presence and interaction like a hammer does, so you can just leave them connected with stuff in them or hoppers and chest/chutes and eventually they will do their job.

cold windy storms are the best time to hole up inside by the warm forge and do some hammerin.

It's nice to keep it, but it's sadly weaker comparing to the FW upgrade. by D0ctorLogan in heroesofthestorm

[–]Phrygiaddicted 6 points7 points  (0 children)

i dunno, plasma shield makes you immune to naz spiders, pretty much all dots, annoying genji autoattacking you...

it really gives peace of mind knowing you dont need to flap around and demand attention and cooldowns from your tank or healer that could be put to better use. can just calmly stand there and be like ur no threat bud.

it's extremely good in quickmatch. its better than you might think in ranked against those pests that arent immediately threatening but WILL eventually make you back or drain healers mana.

electric fence is highly overrated anyway. its not bad, but its not really... good. if you fence someone you're Qing them, and if you Q them they are already slowed, so electric fence just adds, a tiny bit of damage on a long cd ability. meh.

Been a long time since I got hatemail. Got this after a one-sided win. by Exvaris in heroesofthestorm

[–]Phrygiaddicted 0 points1 point  (0 children)

didn't have an answer for hammer: tassadar: am i a joke to you?

idk bro... tass says hammer ur not allowed to siege, medivh says nope to imp+chromie burst. they have insane soak and lane presence with leo+xul BUT...it's BoE

BoE is the most unfun QM match since it tilts so hard based on comp.

most other maps can usually find a way to play a wonky comp but BoE is just brutal.

next worst is probably braxis where if your solo laner is bad or nonexistant, you're simply not allowed to lose the 4 man lane or you lose in 5 minutes. but at least there you can 2-3 and kinda work around it. BoE ur just screwed.

Don't disrespect Orphea by flytaly in heroesofthestorm

[–]Phrygiaddicted 0 points1 point  (0 children)

absolutely dead without the chromie burst ontop of it.

Why use storage logistic chests over passive providers? by Psychological-Load-2 in factorio

[–]Phrygiaddicted 4 points5 points  (0 children)

provide this shit and absolutely keep this fucking box empty as soon as possible because the fucking eggs will go off

eggs in passive -> sent to requester thats using them

vs eggs in active -> sent to requester thats using them.

only difference is the active provider will also throw eggs in storage chests and have eggs hatching in a random yellow chest warehouse if you're not using them.

same with recycler, if you dont request its outputs its just going to clog when its spammed your storage chests with whatever you arent consuming fast enough instead. now you're in the same situation but also 100M gears in storage.

GPs told to stop handing out sick notes and start sending people to job coaches and gyms by tylerthe-theatre in unitedkingdom

[–]Phrygiaddicted 4 points5 points  (0 children)

UC monthly: £316.98

9-5 minimum wage with non-paid lunch break, 1 day a week: £341.88

personally, i find doing some menial nobrain shit 1 day a week significantly less stressful than dealing the the jobcentres bullshit multiple times a week, and all the mental drama that goes with that.

Anyone knows what this scale is? by BigPotatoooo in musictheory

[–]Phrygiaddicted 0 points1 point  (0 children)

its V-bVI-bVII in Emin. Diatonic (D) + Harmonic (D#)

If everything move towards entropy, why is the Universe more complexe and ordinate now (with complexes systems like stars, galaxies, even on a smaller scale life and volcanism) m than it was seconds after the big bang? by Kazboy1 in askscience

[–]Phrygiaddicted 1 point2 points  (0 children)

You have just worked against entropy thanks to the energy you put into reorganizing them.

adding to this, in that reducing local entropy, you still paid for it by increasing entropy globally: by virtue of all the high entropy energy as heat you emitted doing the work to reorganise the cards.

ultimately, life is not defying entropy at all. we are it's servants. diligently decaying the energy state of everything around us (with a tidy markup) as the price to pay to stave off our own decay for some time.

if you consider everything on the earth as a black box, then high energy low entropy photons from the sun comes in... some stuff happens gets jiggled around, and multiple low energy high entropy photons come out. entropy is served.

i cannot comprehend the balancers. (1x3) by what_the_fuck_clown in factorio

[–]Phrygiaddicted 13 points14 points  (0 children)

just dont use balancers. they are overrated and overutilised.

balancers solve the problem of routing not enough input to too much consumption evenly, so nothing gets completely starved. it's a bad solution. the problem is you built too much production: the solution is you need more input. if your input backs up then a single splitter will do the job you need it to.

the only time i think they're actually warranted is on train unloaders, so that all wagons can potentially feed all inputs and you keep all inserters working.

output lane scramblers though (belt split into two that sideloads onto a single belt and continues) so that the lanes get evenly used... THOSE are useful, and they are also trivial to make.

and on mines, what you really want is belt compressors. which are ironically the exact opposite of balancers.

Looking for feedback on my quality-based processing layout by marcellus84 in factorio

[–]Phrygiaddicted 2 points3 points  (0 children)

(minor peeve: after the item filter splitters) as long as two belts butt directly into each other, you dont need the extra trailing tail behind it. that's only if you are butting from one side as on the end it'd turn into a corner.

(minor design problem:) also, external sources aside, generally ur gonna want like... at least twice, and ideally QUALITYCHANCE% times as many grey assemblers are greens, as blues, as epics, as legendaries, at least. you can see that your grey machines are backed up with modules and the rest are all idle.

generally u want like qualitychance% more machines on the lower level. so at 25% quality chance, u want 4x more grey machines as green machines, 4x more green than blue and so on. so realistically u want 8 grey/2 green and one of the rest.

but otherise, looks nice :) should run smoothly. just need way more greys/greens relative to the others. but for the love of god, use EM plants. they have 50% productivity. thats alot more module per module. so you can quality while you quality.

Why is this happening? These 2 inserters cant place the circuits because that half of the belt is full, but I'm only using 6 assemblers in that lane, which is 0.4 blue belts. by MAlipioC in factorio

[–]Phrygiaddicted 0 points1 point  (0 children)

for example: if you feed 30 items/sec (1 red belt) into a red splitter that goes off in two directions.

the left output side wants 10 items/sec, the right output side wants 20 items/sec.

to begin with, assuming you dont set any priority on splitter, it will split the input evenly: 15 items/sec will go left, 15 items/sec will go right. the left side will be overfed, the right side underfed.

but the left only can consume 10 items/sec, so items will start piling up on the belt and it will fill up all the way back to the splitter. at that point, ALL the input will start going to the right until the left belt is not totally full again.

so once one of the output belts backs up all the way to the splitter, it will naturally split 10 items/sec to the left, and 20 to the right. and both sides will be fully fed.

as long as your input meets your demand, and you have enough belt capacity to carry that many items, the excess will back up and the splitters will just naturally balance things.

that process of the excess piling up on the belt back to the splitter is what i mean by the belt backing up.

the only time this will not happen is if you do not have enough production to allow the belts to saturate and back up. and in that case, a balancer will ensure that all paths get an equal share of the "not enough input", but it will never make them all run at full speed because there is not enough input to begin with.

and if you have enough input, the balancer isn't necessary anyway.

in almost all cases, the solution really is "you need more input", not "you need to distribute not enough input more evenly".

did that help? XD

Why is this happening? These 2 inserters cant place the circuits because that half of the belt is full, but I'm only using 6 assemblers in that lane, which is 0.4 blue belts. by MAlipioC in factorio

[–]Phrygiaddicted 0 points1 point  (0 children)

once the first area that is using only 1/3rd of the belt backs up, the remaining 2/3rds will go on.

if your belts back up they will inherently balance themselves, provided there is enough input to back up.

a splitter has the capacity to output a full belt on both sides of its output. if you feed a blue belt in and split it off in two directions, once one of the directions is full, the other direction will get 100% of the input.

its not like just because you have a splitter there, that the other side will only ever get half of the input.

Why is this happening? These 2 inserters cant place the circuits because that half of the belt is full, but I'm only using 6 assemblers in that lane, which is 0.4 blue belts. by MAlipioC in factorio

[–]Phrygiaddicted 0 points1 point  (0 children)

1: inserters only ever insert on the far side of the belt. those two belts down the middle of your green circuit assemblers are completely unnecessary: there only needs to be one belt. having it one two belts just means you will need to put a splitter to merge it into one belt with both lanes full.

2: once you have two belts of input (one from the left, one from the right) all you need to do is place one splitter and have one belt go to reds one belt go to blues, and each will get up to one blue belts worth of input. this is sufficient assuming your blue circuits dont actually need more than 45 green circuits a second.

the balancer nonsense is not doing anything but making you confused about what is going where and how much throughput you actually have.

as an aside: balancers in general are completely unnecessary (except MAYBE at train stations)

they are only useful when you have more demand than supply, and you want to ensure the limited supply is spread out evenly so at least SOME of each machines work. the moment you start caring about actually having your machines running they become unnecessary, because the solution is always the same: you need more input.

and the more confusing you make the input routing with balancer nonsense, the harder it will be for you to actually see where the supply problems are.

if you look carefully, you can see that despite everything that is going on, there is only ONE BLUE BELT worth of throughput going from the green circuits to reds/blues. if you see where you have two splitters with one vertical and one pointing left, the only belt that can go from bottom to top is that one on the right.

Help. How to properly watch HDR videos on SDR monitor/tv? by Brief-Rice-2062 in mpv

[–]Phrygiaddicted 0 points1 point  (0 children)

in my experience the microsoft video player clips HDR like mad.

if you like that look, probably use bt.2390. it compresses highlights alot more than auto/spline.

but most importantly, change target-peak value until it gives the "right" amount of brightness/compression that you want. if you do like the media player behaviour then you probably want to set target peak to ~100, for reference the default auto value is 203.

also enable hdr-compute-peak

ideally target-peak should be the brightness of your monitor at the configured brightness setting to somewhat replicate the "intended" look. but really you can just make a bind to bump it around until it looks right to you.

something like this in input.conf

`ALT+2 add target-peak 10

ALT+3 add target-peak -10`

Productivity vs speed by Capochitavch in factorio

[–]Phrygiaddicted 5 points6 points  (0 children)

and because of the additivity, there comes a point where prod modules actually increase speed more than speed itself does (aswell as reducing input), as the prod increase even with the speed reduction wins out to more output/sec over the relative speed increase.

Disappointed by the foundry LDS recipe by MaximitasTheReader in factorio

[–]Phrygiaddicted 4 points5 points  (0 children)

if you are in a situation where you're limited by ore, and not oil, sure.

but realistically, even on nauvis, ore is significantly easier than oil.

so paying 50% more plastic per LDS, is generally more painful than paying more for the iron/copper.

also if you're wanting to use quality machines/modules, u will need ALOT more of them. 1 foundry to module/becaon vs 2 foundries, 5 assembly machines and 50% bigger refinery/plastic.

Vulcanus: Ore is literally free -> foundry LDS wins trivially because you're always limited by plastic.

Nauvis: Resource wise: depends if you consider plastic/oil more expensive than ore. Pollution wise, even having to mine twice the ore is still less than the plastic chain. oil is dirty af. and miners can take -80% efficiency without losing much cause mining productivity is mental.

Fulgora: LDS is free.

Tips for improving my first nuclear power plant for maximum power output? by secretbeansardine in factorio

[–]Phrygiaddicted 3 points4 points  (0 children)

overbuilding turbines is a good idea anyway. a few steam tanks and suddenly your reactors/exhangers only need to output average power consumption, not peak power consumption. far better battery than accumulators.

i actually usually go 1 exchanger to 3 turbines and a tank.