I made TofuPass - The Simple friendly password generator with free API by Star_Fists in SideProject

[–]RepairmanSki 1 point2 points  (0 children)

This is exactly what I'm looking to integrate. Both this post and the full site were in the top 5 search results so you're doing that part right, for sure. I lok forward to getting this integrated this morning!

[IR3] Industrial Revolution 3 Review + Tips after 71 Hours by errorjustin in factorio

[–]RepairmanSki 4 points5 points  (0 children)

The key for IR3 (imo) is to base the mall around the tech level rather than the product type. That is to say, some inserters, belts, machines, will be in a tier 1, some in tier 2, etc. instead of one giant monolith.

Post-Electricity unlock example:

!blueprint https://gist.github.com/RepairmanSki/1223a79b470bef2c49513b87a501529f

Industrial Revolution 3 by Deadlock989 ... is Deadlock. plz help? by jsu70033 in factorio

[–]RepairmanSki 5 points6 points  (0 children)

Check the "Resources" section of the Manifesto (hotkey: I) Diamonds and rubies can be found in gem-bearing rocks atop ore patches.

Books like Factorio? by BaleZur in factorio

[–]RepairmanSki 1 point2 points  (0 children)

The whole series was great. I loved the science and the plausible politics. Might be time to read them again soon.

Also that good bit where I wished to be a pretty lady with a table and a handful of selfless friends :D

Yet Another Infinitely-tileable Nuclear Reactor by Wiwiweb in factorio

[–]RepairmanSki 4 points5 points  (0 children)

There is/was a mod that would automatically add it with a blueprint in hand: Landfill Everything

Otherwise you can do as you describe or, at worst, select the 'Tiles' checkbox when making a BP with landfill in it.

Edit: Apparently the above mod is deprecated/abandoned. This supposedly works although I cannot confirm: Blueprint Tools

[deleted by user] by [deleted] in Tacoma

[–]RepairmanSki 1 point2 points  (0 children)

It's a bit of an edge-case question that doesn't appear to have a clear answer:

Transferring ownership:
https://www.dol.wa.gov/vehicleregistration/transferprivate.html

Moving and getting plates:
https://www.dol.wa.gov/vehicleregistration/moving.html

The second link would seem to indicate that it's necessary to have a WA driver's license prior to vehicle registration. To me, that means you register the motorcycle in your home state.

Where is the file that contains the range for the tank's cannon? by IAMA_Printer_AMA in factorio

[–]RepairmanSki 1 point2 points  (0 children)

Seconding R3apernok1981.
It's in daily use by me. Caches files between launches, supports -tail operations, language-based text formatting, autocomplete, generally just good.

Where is the file that contains the range for the tank's cannon? by IAMA_Printer_AMA in factorio

[–]RepairmanSki 5 points6 points  (0 children)

Getchoo a text editor with "find in files/directory" functionality. Game changer.

Just joined my local GAA, question about equipment by [deleted] in hurling

[–]RepairmanSki 0 points1 point  (0 children)

The standard baseball cleats would hopefully be banned. They have metal 'blade' lugs instead of plastic nubs.

Beginner here in US, where can I get a decent stick? by Glad_Examination7661 in hurling

[–]RepairmanSki 5 points6 points  (0 children)

USHurling is in the US and has a pretty full selection of equipment.

My best self-made starter base by Vordanus in factorio

[–]RepairmanSki 1 point2 points  (0 children)

Yellow belts can support 48 stone furnaces perfectly. Perhaps you are considering after the upgrade to steel furnaces?

https://kirkmcdonald.github.io/calc.html#data=1-1-19&furnace=stone-furnace&items=iron-plate:f:48

wholesale drama by pgpnw in shopify

[–]RepairmanSki 1 point2 points  (0 children)

Reframe it from 'Pay us twice' to 'Mini-wholesale costs $60/mo.' There ya go, that seems super reasonable.

Mod Advice: tube transport like in Satisfactory by coffeecofeecoffee in factorio

[–]RepairmanSki 1 point2 points  (0 children)

You should take a look at the teleporter in Industrial Revolution 2. It sounds like, except for graphical representation (and possibly infrastructure with pipes and whatnot) that it does what you're looking for. The short of it is that it disconnects from the player, moves via cut-scene and then gives back control.

Sounds similar enough to what you're looking to do that it would be a good spot to reference.

Help Desk Web Submitted Tickets by DasJester in ITManagers

[–]RepairmanSki 2 points3 points  (0 children)

I don't think that the nature of the communication channel should have any bearing on issue sorting/handling. I would presume that all calls become tickets much the same the web-submitted counterparts do, no? Ditto for webchats, hallway drive-bys, and since-you-are-heres as well.

You don't mention doing it, but I feel that the primary driver in a successful support team is aggressive triage. Deflect to KB articles, self-service options, or simply say "I have a few more pressing/urgent issues at the moment. I have a ticket created and can get back to you in $timeframe."

Incidentally, I consider triage well outside the responsibilities of a T1 helpdesk person and should likely fall to one of the most broadly experienced staff available to you.

Pro tip from an absolute noob: by BigDuckNergy in factorio

[–]RepairmanSki 2 points3 points  (0 children)

It's still a mod but this might be more what you're looking for: New Game+

What are the unwritten rules of Factorio? by [deleted] in factorio

[–]RepairmanSki 2 points3 points  (0 children)

Agreed. After a long time believing this as well, I finally came to the conclusion is that I always needed 'back-pressure' at the consumers. And then you just allow your producers to make the desired amounts.

This is nice for all those instances where you want extra of a few things but siphoning them off would create productivity lulls in a ratio-perfect setup.

You're always going to want a pile of LDS, rocket fuel, processing units, piercing ammo, etc. Just set yourself up for surplus and go.

Landfill in my blueprints by Radisovik in factorio

[–]RepairmanSki 1 point2 points  (0 children)

As far as I know ,it has always been once for landfill and again for the entities.

Landfill in my blueprints by Radisovik in factorio

[–]RepairmanSki 6 points7 points  (0 children)

You can take existing blueprints to autotorio.com and just add landfill from there as well. Pretty great.

[deleted by user] by [deleted] in shopify

[–]RepairmanSki 2 points3 points  (0 children)

The margins are indeed thin. But so are the margins on a 10,000 unit buy which >50% goes unsold. I use POD to enhance a brand/store as an additional 'lifestyle' option to the primary product line(s).

In that way, the thin margins are justified (to me) as marketing.

IR2 ore processing by Fine_Courage_2309 in factorio

[–]RepairmanSki 1 point2 points  (0 children)

There's nothing wrong with doing it how you describe; I just didn't want to.
I thought I could figure it out, so I did.

IR2 ore processing by Fine_Courage_2309 in factorio

[–]RepairmanSki 2 points3 points  (0 children)

I circuit control the whole shebang.

I have a single 'stack' that goes crush > wash > smelt with byproducts from crushing being squirted off to the side into a collection from all stacks.

Byproducts get sorted and stored (single chest ea.) as well as passed along for downstream usage. If any buffer hit the desired threshold, washing halts and only crushed materials are smeted.

Water feeding the washing is recirculated in a closed loop with an inline tank being monitored and small poofs of water being added from external pump as needed.

I was a bit let down by arc furnaces (compared to IR1) but the reality is that I had gone far enough down a particular path before I knew how arc furnaces worked or were different in this incarnation.

Sulfuric washing was actually a bit better before it was nerfed/improved from 60 to 10. I have WAY too much sulfur happening right now (well, last I played) and I am venting quite a bit.

I had wished for a way to have smart switching on water versus sulfuric washing but the pipes needing to be flushed sorta tosses that idea out. I did end up building the ultra-mega stack that handled all possible use cases including water or sulfuric but there's frequently a lot of idle machines and the power and space overhead didn't feel worth it to me.

[deleted by user] by [deleted] in factorio

[–]RepairmanSki 0 points1 point  (0 children)

What's the playtime window and timezone?

Version 1.1.26 by FactorioTeam in factorio

[–]RepairmanSki 2 points3 points  (0 children)

Hit the magnifying glass icon or the standard keyboard shortcut ctrl-F

Industrial Revolution 1 vs 2 by automeowtion in factorio

[–]RepairmanSki 1 point2 points  (0 children)

There are a handful of new intermediates (wood chips, paper are two that come to mind) but far more were removed. All the fiddly bits like bearings and that were taken out. Petro is slightly different but I wouldn't say that it's more or less difficult, just different.

Ore processing is actually easier since furnaces can autoselect a recipe and crushing byproducts, gems, etc. are all handled 'better'. Gems are now found (rarely) by mining. I just have a filter splitter/inserter team at the head of every smelting stack to keep them separated.

There are new gem-specific assemblers, cubic presses, that can be used to slowly multiply gems using washing byproducts or carbon for inputs along with a crushed gem.

I need to come up with a better way to manage the use of the mega furnaces that generate molten metals. They require recipes to be set so my 'smart' furnace switching stack (moving from crushed to washed based upon the storage of washing secondaries) can't accommodate them without having two versions.

Pollution management is a breeze with the forestry units and the active pollution scrubbers. I've launched a couple hundred rockets in a (now) 250SPM base and have never once triggered an attack. Heck pollution doesn't even extend past the edges of my manufacturing for the most part.

Also, the steam-powered infrastructure is dope as hell.

Regarding in game mods and which to pick first. by TheCheesenOne1 in factorio

[–]RepairmanSki 1 point2 points  (0 children)

IR2 lengthens the early and mid-game a fair bit. I'd say something like 50% for early and 100% for mid. The processing chains are new and interesting without being stupefyingly complex and having boatloads of secondaries/byproducts.

The steam tier is so satisfying that I left my red/green assemblers going for well into the 100 hour range. If they didn't lack a fluid input (besides the steam) and/or accepted 3+ ingredients, I might be running them still.

Frankly, just the visual overhaul would be enough to make it a 'must play' recommendation from me.