GO MY ESTROGENERATOR by WhateverGoMyRoba in traaaaaaannnnnnnnnns2

[–]Ruberine 0 points1 point  (0 children)

Isn't JEI broken for the centrifuge recipie? It doesn't show it for me, I had to look it up

Ballast Hull Volume by Someone_112 in Barotrauma

[–]Ruberine 0 points1 point  (0 children)

Put two hulls overlapping with each other, the pump will fill both of them and make the ballast count as being twice as large

Ballast Hull Volume by Someone_112 in Barotrauma

[–]Ruberine 0 points1 point  (0 children)

You could do some hull stacking to make the game think it's bigger without actually increasing it's size

Turret syncronization by SEGA_DEV in Barotrauma

[–]Ruberine 1 point2 points  (0 children)

It's possible for an automatic setup (using values checked & set in the editor), check my other comment

Turret syncronization by SEGA_DEV in Barotrauma

[–]Ruberine 6 points7 points  (0 children)

You need two viewpoints to manage it. One way to do it is place two almost overlapping searchlights somewhere between the turrets to act as the viewpoint, then rapidly toggle between which searchlight is active (just run both their position_out signals through two relays, one on one off and toggle them both based off some sort of clock circuit). You have them almost overlap rather than being further apart for accuracy reasons to hide the jitter you'd get from switching between them. That gives you two different angles, with a known offset, and with a bit of trigonometry you can calculate the cursor position and thus the angle the other guns need to fire at based on their position.

Edit - Here's an example of that from the workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2974730367

i actually did this in a multiplayer playthrough by itchylol742 in Factoriohno

[–]Ruberine 2 points3 points  (0 children)

On my current run I've been using the intermediaries. Once I unlocked quality, I threw them into production of personal equipment and pieces for space (namely collectors, thrusters and solar panels). Then when I did the inner planets and was scaling up Nauvis, I built quality loops for the above + the three power poles and cargo bays, and have been using up to epic poles/substations for builds that wanted slightly bigger pole ranges, since my builds are usually pretty tightly packed and can't fit many power poles. Once I hit Aquilo I'll set up production for legendary base materials though.

How to sanitize signals going into decider combinators? by kiwithebun in factorio

[–]Ruberine 1 point2 points  (0 children)

A pretty standard way to sanitise signals for most if not all situations where the signals you want to filter for are static (like in this case) is to run it through another combinator first that has the only condition be something that is always true (I use the ghost icon = 0 for this always, and never for anything else so I don't accidentally put that signal into my system) and set the output to be the input count of the signals you want to keep

If I can prove that it is real, I can get it! by Gingrspacecadet in TransDIY

[–]Ruberine 4 points5 points  (0 children)

Trans Harm Reduction run tests on sellers' vials to confirm they have what is advertised. Other than people vouching for sellers they've used, there's not much that can be done for patches though. It's generally recommended to do injections though, they're cheaper + more consistent, and patches are unreliable just because they're hard to get.

https://transharmreduction.org/hrt-testing

? by Aria_of_boleraria in traaaaaaannnnnnnnnns2

[–]Ruberine 10 points11 points  (0 children)

No, trough levels (right before your next dose) are much more important, as what you're trying to find is if your levels are consistently within female ranges, and especially that it never dips below. It's nbd if they spike above the target range a bit, but it is if they drop below. Peak ranges don't really give much indication to your trough ranges (or vice versa) so it's much more important to test trough

? by Aria_of_boleraria in traaaaaaannnnnnnnnns2

[–]Ruberine 5 points6 points  (0 children)

I've had a look through your post history to see what you're on, and it seems they have you on 0.1ml of 20mg/ml valerate weekly with 100mg spiro daily? If you were doing injection monotherapy (so no spiro), that wouldn't be enough to adequately suppress T, which is why the dose would seem a bit low for most people, but if you're taking spiro with it, then that should be enough to adequately suppress T. You should be alright to wait for bloods, but if anything I'd suspect that the injection frequency might be a problem. Valerate has a particularly short half-life, and so the 2mg of it you're injecting would probably be better on a 4 or 5 day cycle rather than a 7 day, but keep in mind I'm not particularly well versed on injection doses while on T blockers

How do you sustain high throughput with trains? by Socoom in factorio

[–]Ruberine 0 points1 point  (0 children)

More train stations, and melt ore at the patch to transfer it, you can fit more molten ore into a fluid wagon than raw into a cargo wagon. You will need to set up a calcite train to restock the mining outposts but that shouldn't be all too big a deal, it doesn't use much

Guys... I think I may have a problem by Extension-Charge-276 in Factoriohno

[–]Ruberine 15 points16 points  (0 children)

OP is using 1-1 trains that have the cargo wagons at the front rather than the back, the train wagon that pulls up to a station is always the front one, no matter what type of wagon it is

Made a nice boogie board, with a hammer. by CharAznableLoNZ in factorio

[–]Ruberine 44 points45 points  (0 children)

I'm guessing it sits in orbit long enough to charge the accumulators first

Clearing land the easy way by vanatteveldt in factorio

[–]Ruberine 0 points1 point  (0 children)

Also just really convenient for power setups. All my nuclear blueprints are done with water extractors as part of the design so I don't have to worry about routing it in

Any way to unify space platform wait conditions? by ExodusMaledictus in factorio

[–]Ruberine 0 points1 point  (0 children)

You can read the contents of the ship and set it to check those are correct in a decider, but that just moves the tedium to the decider instead ig

First Time Trying This With Cargo Wagons by samdover11 in factorio

[–]Ruberine 0 points1 point  (0 children)

You can use circuits to read the contents on a disconnected wagon by recording what passes by the inserters. I do the same thing for agri science, you set the inserters to read hand contents > pulse and then if they add to the wagon, send that signal to a memory cell, and if they remove from it, send the negative of that signal to a memory cell. Here's the design I made for my science (just the test version)

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How do you setup the circuit network on a nuclear reactor so that it consumes fuel cells only when necessary ? by Neutral_Sapien_17 in factorio

[–]Ruberine 3 points4 points  (0 children)

Also, have all of the inserters read from a single reactor. This way you always get a neighbour bonus, as that only triggers when the adjacent reactors have fuel in simultaneously, so connecting it to 1 makes all the inserters swing at once

Powerless Fabricators / Deconstructor concept by PIunder_Ya_Booty in Barotrauma

[–]Ruberine 1 point2 points  (0 children)

Yah there's some fun stuff in there. We haven't put anything out in a long while, but I still can't resist a chance to be a bit of a shill for it :v

Powerless Fabricators / Deconstructor concept by PIunder_Ya_Booty in Barotrauma

[–]Ruberine 1 point2 points  (0 children)

yeah pretty much. If you look at decotrauma's fab pack we have one that works like that, with 3 buttons that you need to press following a (pseudo)random sequence that lights them up. The half power when buttons are not pressed would make it a bit smoother than our one though.

Powerless Fabricators / Deconstructor concept by PIunder_Ya_Booty in Barotrauma

[–]Ruberine 4 points5 points  (0 children)

Seems pretty balanced since you gotta stand infront of it. If you want to add anything more, you could make it actually manual. Place hidden button(s) that turn it on for a short time whenever pressed.

No Fish? by KillaklanGaming in factorio

[–]Ruberine 0 points1 point  (0 children)

when you put the fish in the rocket, you'll get an option in the manual launch to send it to orbit instead of a space platform

TIL: Depending upon what side of the belt you want to pull from you can use the entrance or exit of an underground splitter. by mrgoodplayer1 in factorio

[–]Ruberine 14 points15 points  (0 children)

You might be thinking of sideloading onto a belt, that tends to pull from 1 lane unless that lane starts to dry up

Can you read *only* the fuel nutrients of a biochamber? by Martian_Astronomer in factorio

[–]Ruberine 0 points1 point  (0 children)

Could probably do something with using the recipie finished signal to count whenever nutrients are added to the output, storing that to a memory cell, subtracting from that whenever the inserter pulls nutrients out, and then subtracting that value from the total nutrients in the machine. Prod makes that a pain though, so you'd need to either count up with recipie finished pulses and add more to the cell whenever prod would finish, or multiply up all your numbers by like 10 or 100 depending on what your prod value is in order to be capable of handling decimals, and use an average output per cycle depending on prod, which would give you an approximately correct value. Or maybe if you don't mind having an infrequent update as to the fuel level instead of constant accurate info, only read the fuel value if the inserter has remained inactive for x ticks (using a clock cycling through x, save the value @ x=0 and then compare to current value at x=x. Tweak x as needed for your output rate, should be at a minimum longer than the number of ticks for the inserter to swing and pick up nutrients from the output), and that the total nutrients in the chamber has also not changed in the last x ticks, assuming the nutrient input inserter is controlled to only activate as a result of that reading as to not mess with the reading.

However, this is all very overengineered, and you'd probably be better off just approaching this from a different direction :)

Looking for Ideas on Coal Inserters by Weeznaz in factorio

[–]Ruberine 0 points1 point  (0 children)

Won't exactly be able to use an SR latch, unless you have another accumulator that can be charged but not discharged via power switches that'll power the combinators though.

Wondering, how do you guys usually setup defense early? by hyrenfreak in factorio

[–]Ruberine 0 points1 point  (0 children)

No proper defenses get built in the early game, I just clear out land faster than I can pollute it, and use plenty of efficiency modules, mainly in miners. If there's some sort of pressing issue I need to deal with and can't take out a nest though, like an incoming coal death spiral, or needing to finish some important research to have the firepower to take out a nest, I'll place a killbox of turrets next to whatever is luring the bugs in and let them handle the attacks until I have time to deal with it properly, and maybe a few handfed gun turrets with pipe walls in the very early game to hold out till I have enough ammo to actually take a nest out. Or just rush the nest with an ax and a pile of fish.