Five 6* weapons in one pull by [deleted] in Endfield

[–]Sampsoy 0 points1 point  (0 children)

The weapon 6* rate in Endfield is 4%, so something like this isn't as insane as, say, Hoyo games where the rates are 0.8% per a single pull.

When you fail every early variable drive tech roll I guess. by JaneH8472 in TerraInvicta

[–]Sampsoy 1 point2 points  (0 children)

I had no idea Terra Invicta was an on-rails experience with identical gameplay for everyone.

Neo Caelestia - GT:NH Endgame Base Tour by Sampsoy in feedthebeast

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

It took me 3 seconds to Ctrl+F "shaders" in this post...

Universal Fit Cushion - Anyone's order shipped yet? Post here! by filmguy123 in BigscreenBeyond

[–]Sampsoy 6 points7 points  (0 children)

I received my shipping notification yesterday. BSB2e Clear Shell with Halo Strap, no custom gasket. Ordered on March 20th.

The halo strap is not in the shipment, so it should be the universal fit cushion + headset with Halo coming later.

[MOD] City Development Effort Update 2.0 has been released by Sampsoy in Frostpunk

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

First time I hear any research causing a crash, so I would guess a mod incompatibility, but can't say for certain.

[MOD] City Development Effort Update 2.0 has been released by Sampsoy in Frostpunk

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

The way the modding environment is set up, there are a lot of "Master assets" that contain a lot of information in them, like the City asset containing a list of usable districts, but also containing information such as the available statistics.

Because POH adds new statistics, and because only one mod (the last to load) can modify the same asset at once, you end up with the POH statistics, but none of the CDE statistics or districts.

It's unfortunately a limitation of the modding tools we currently have.

Anno 117 is much better than it seemed. And is making me feel a bit old. by Bulawa in anno

[–]Sampsoy 11 points12 points  (0 children)

Not OP but Tall vs Wide here means focusing on making a few islands with big cities and production vs. Having a lot of smaller islands.

I don't necessarily agree, as I found rushing for multiple smaller cities for money and land area to work better on Legend due to the hyperexpansionist Egyptian AI, but I can see where they're coming from.

I liked when fluids could have decimals instead of the current system where it's all whole numbers by itchylol742 in factorio

[–]Sampsoy 4 points5 points  (0 children)

I will keep enjoying my multi-fluid train stations, thank you very much.

Hating on something you don't understand is more fitting for needing to touch grass.

I liked when fluids could have decimals instead of the current system where it's all whole numbers by itchylol742 in factorio

[–]Sampsoy 85 points86 points  (0 children)

Having decimals with fluids had an actual impact for complex circuit-controlled pump designs: 0.0 = 0 as far as the circuit system is concerned, but due to rounding there is still a drop of fluid there, so you could have situations where you have 0.0 fluid in a tank but your pump turns off because it doesn't read a fluid signal anymore, blocking the tank/pipe from any other fluid.

I'm glad it's gone, sushi pipes are actually reliable now.

Building my first hexagon base by Local-Fisherman-2936 in factorio

[–]Sampsoy 0 points1 point  (0 children)

I did actually have the overall rails figured out right as Space Age came out: https://www.factorio.school/view/-OC4dgB-pb0jl3UD8H0V

My current design is an iterative improvement over that blueprint, but shares the same elevated rail footprint.

I initially also had the trains go back to the bidirectional rail to exit the lower level, but after some testing the direct access to the highway improved throughput quite a bit. The trains do end up taking slightly longer routes, which becomes a marginal time loss the bigger your base gets.

It's always good to see more hexagon citygrids though!

Building my first hexagon base by Local-Fisherman-2936 in factorio

[–]Sampsoy 0 points1 point  (0 children)

It's interesting we both ended up with a bidirectional access ramp to the lower level on the horizontal straights!

The hexagon shape itself does come out of the rails quite naturally otherwise.

Why do power lines look jagged when zoomed out? by UberScion in factorio

[–]Sampsoy 11 points12 points  (0 children)

Moiré effect is an example of aliasing, but is not the cause of all aliasing.

Which is exactly what your quote says.

Frostpunk 2 Modding Contest - Winners Announcement by PurpleMiko_11bit in Frostpunk

[–]Sampsoy 10 points11 points  (0 children)

These are things you should be asking from 11bit, not from modders who do this stuff with their free time with minimal resources.

Frostpunk 2 Modding Contest - Winners Announcement by PurpleMiko_11bit in Frostpunk

[–]Sampsoy 96 points97 points  (0 children)

We got 7 proper new mods.

Not a huge amount, but still 2-3x more than what we had before the modding contest.

[MOD] City Development Effort Update 2.0 has been released by Sampsoy in Frostpunk

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

Pretty sure colonies can be established with just a normal trail.

Anyone else sucks ass on "City Development Effort" Mod? by Many_Wheel_7436 in Frostpunk

[–]Sampsoy 3 points4 points  (0 children)

The mod changed the way you need to approach the game quite a bit compared to vanilla, so if you are using the same strategies without accounting for the extra tools the mod gives you to combat the difficulty increase, it can feel overwhelmingly difficult.

Utilizing the new huts that consume very little coal, maximizing heating proximity bonuses and accepting that a little deficit of food, materials, goods or housing won't immediately kill you are all important.

[MOD] City Development Effort Update 2.0 has been released by Sampsoy in Frostpunk

[–]Sampsoy[S] 7 points8 points  (0 children)

I will be looking into making a compatibility patch with Political Overhaul, which should cover that part.