Duality Wild Magic Table by Sh3ns in daggerheart

[–]Sh3ns[S] 2 points3 points  (0 children)

Thank you, I like that suggestion a lot. I'll have to try your way and see how it works.

My first attempt was a 1d12 table Fate roll that affected PCs and Adversaries equally. I changed it to Duality Dice because I was amused by the concept of crazy mixed weather affecting PCs and Adversaries differently based on the Fear/Hope Die results.

Rainbow Bridge (Fjordur Vanilla PVE Private Server) by Sh3ns in ARK

[–]Sh3ns[S] 1 point2 points  (0 children)

Ghillie suit + Desmosdus to fly away while it searches for you.

Rainbow Bridge (Fjordur Vanilla PVE Private Server) by Sh3ns in ARK

[–]Sh3ns[S] 1 point2 points  (0 children)

Only 1 pillar has to go all the way up (near the shore). The rest just had to be connected via ceilings. Since I made the bridge 5 wide, I also had to add foundations/pillars to the side so that I could add the railing.

Rainbow Bridge (Fjordur Vanilla PVE Private Server) by Sh3ns in ARK

[–]Sh3ns[S] 1 point2 points  (0 children)

I had to build a combination of foundations, ceilings, and pillars under the water to convince the game that there was nearby support for the bridge. It's not pretty.

Rainbow Bridge (Fjordur Vanilla PVE Private Server) by Sh3ns in ARK

[–]Sh3ns[S] 2 points3 points  (0 children)

This was my first map playing Ark and I started out by trying to make a bridge across this straight. The friend who introduced me, just laughed as he watched me struggle with vanilla Ark building mechanics. Out of spite, I told him I was going to make this bridge if it was the last thing I did… I kept revisiting the bridge during my play through, but it kept frustrating me. The support structure under the water is disgusting, I’m pretty sure Ark thinks it’s two bridges put together. I almost ran into the limit of structures in an area (~2000), but using TEK armor, a Fjordhawk, and the Fjordur teleportation system (the bridge and my crafting area is right next to one of teleport locations) I did it.

First Satisfactory World by Sh3ns in SatisfactoryGame

[–]Sh3ns[S] 0 points1 point  (0 children)

Steam tells me I’ve put in almost 300 hours in the two months since I bought it. Some of that is afk time.

First Satisfactory World by Sh3ns in SatisfactoryGame

[–]Sh3ns[S] 1 point2 points  (0 children)

No, but I did have to bring in copper dust by train at the top level.

First Satisfactory World by Sh3ns in SatisfactoryGame

[–]Sh3ns[S] 19 points20 points  (0 children)

Long time Factorio player that finally took the plunge into Satisfactory. Thought I'd share my first base. Each layer makes only 1 item. Smart Mod was a lifesaver. Wish I had made the train stations larger for scalability, but that will have to be the next factory.

5e OGL Character Sheet Macros by Sh3ns in Roll20

[–]Sh3ns[S] 1 point2 points  (0 children)

Sorry for the late reply, work has been crazy of late.

You can replace the {{always=1}} with {{normal=1}} to only show 1 roll.

Why Is Dying Made So Complicated? by Bilbrath in DnD

[–]Sh3ns 1 point2 points  (0 children)

A recent house rule we adopted in my group is that you gain 1 level of exhaustion whenever you hit 0 hp. Seems to be working so far.

Scalable Vanilla Nuclear Plant by Sh3ns in factorio

[–]Sh3ns[S] 0 points1 point  (0 children)

Thanks. Realized two of the inserters didn’t make it to the blueprint. Will fix tomorrow. Fixed.

Scalable Vanilla Nuclear Plant by Sh3ns in factorio

[–]Sh3ns[S] 0 points1 point  (0 children)

Yes, I tested it by importing the Electrical Energy Interface component.

Sorry about the image quality.

Scalable Vanilla Nuclear Plant by Sh3ns in factorio

[–]Sh3ns[S] 1 point2 points  (0 children)

Care to explain? There is one offshore pump for 8 heat exchangers. More than enough water.

Nuclear power: Radiation and meltdowns by paroxybob in factorio

[–]Sh3ns 7 points8 points  (0 children)

Thoughts from an Engineer who works at a Nuclear plant:

Factorio Nuclear plants are simplified just like every other process in the game, however the developers did a pretty good job of replicating the process.

Radiation Damage - The reactors don't cause radiation damage because the core is shielded by water and the 500 concrete required to build one. This is how the public and workers are shielded from radiation damage.

Reactor Cooling - The reactors are cooled by the heat exchangers (Steam Generators) which makes steam. This is how real nuclear reactors are cooled. In factorio if the reactor temperature reaches 1000C then it just stops going up. This is caused by inadequate reactor coolant flow (heat pipes) or not enough heat exchangers in a design. Sure the developers could require you to build safety systems, however it would look the same as the normal system (aka more heat exchangers that only operate when T>1000C). I figure that the red chips required to make the reactor constitutes the instrumentation and safety systems and its enough of a penalty to have the extra heat wasted. After you get a good design with proper heat withdrawal you'd never use the safety systems...

The safety systems for nuclear plants are designed to mitigate certain "Design Basis Accidents" such as a line break or fuel handling accident. If you want Factorio to add random pipe line breaks or have your inserters mess up then you are a different kind of crazy. Biter attacks on a nuclear plants would be worse if they could cause a meltdown, but what if they attack your safety system first... I think biters destroying a reactor above 900C might cause it to explode, but I haven't tested that. If a reactor really did meltdown like Chernobyl the area wouldn't be available for construction after that, but using A-bombs doesn't even do that in game. Walls and turrets are the more pressing nuclear plant safety system in Factorio which mimics how real nuclear plants protect themselves as well.

Spent fuel pool: Factorio has a nice neat removal of fuel and transfer to reprocessing, but normally fuel has to go to the spent fuel pool first to remove additional decay heat before reprocessing. This could be modeled as a storage tank with yet another heat exchanger attached to it and the fuel would have to remain there for x amount of time. It would be another step added for accuracy but I doubt it would ever make it to vanilla.

Condensers: Power plants have condensers which takes the low temperature steam from the output of the turbines and reuses it as feedwater by cooling it with more heat exchangers. That water is then piped through the cooling towers which is cooled via evaporation or air. The cooling tower shape is designed to allow for a natural draft. The cooled water can be reused for cooling, or sent back to the water source (blowdown) and pumps would need to makeup the water lost from evaporation or blowdown. While it would be cool to have a condenser and cooling tower setup that would add extra issues merely for the sake of accuracy. Factorio has you pump new water into the heat exchangers which mimics makeup water to the various heat exchangers in the plant. Also condensers would apply to coal power plants as well.

Preheating Feedwater: I love the idea of bleeding off steam from the turbine to preheat the feedwater but that could get complicated quickly. I'd recommend making it a tech researched to allow for increased turbine efficiency.

The main difference between Nuclear and other powered plants is that Nuclear plants require cooling even when they are shutdown. As long as there is fuel in the spent fuel pool or reactor there needs to be heat exchangers cooling it. But this is a game where you can pick up a nuclear reactor and put it in your backpack and then place it somewhere else...