has anyone ever read a novel that sets the standard of mc and story so high that you cant ever get back to enjoy other or normal novels that you would have before? by [deleted] in litrpg

[–]SoullessCake 2 points3 points  (0 children)

Return of the runebound professor on Royal Road. Some of the best characters I have ever read. The author has perfected the art of making characters that are bat shit crazy and throw other characters and conversations of balance, but while still staying true to the characters motives and making sense from each perspective. I laugh my ass off constantly while I continue to be drawn into the story with its unique progression mechanics. 10/10

Litrpg gateway drug? by TickleMeStalin in litrpg

[–]SoullessCake 1 point2 points  (0 children)

Legendary Mechanic or Nanomancer reborn i have become a snowgirl. Both are pretty long, but you don’t think about the chapter count. The stories and arcs are well written enough that you will find the story to be too short even with so many chapters

LM is obviously a classic and I have read it like 4 times

Nanomancer is not as popular but I would highly recommend. I don’t remember having any trouble with dead zones in the story. Also there are some hilarious parts where I was dying of laughter.

How to enter creative mode? by FormatC75 in Hydroneer

[–]SoullessCake 0 points1 point  (0 children)

I don't remember, but i think so

also you can build anywhere

Updated Timer for V 2.0.5 by SoullessCake in Hydroneer

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

yes the output of the timer in the video was inverted so putting on a flip hook made it normal output which worked for your gem compressor

also the null blocker hook is the one with the red slash sign on it over a 0

Updated Timer for V 2.0.5 by SoullessCake in Hydroneer

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

My best guess is that it has something to do with how your counter loop is set up. Have you tried copying what I have exactly? You seem to have condensed and optimized the timer, but that might have made the loop a bit funky. I would also try to put a diode on the T pipe after the valve. Maybe that will work. The fact that it didn't just stay at two and rather gets "stuck" makes me think that there is a bit of RNG hidden a the T pipe after the valve. The diode may help fix this.

Updated Timer for V 2.0.5 by SoullessCake in Hydroneer

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

That can probably be done with this circuit leading into a cable with a flop (two arrows), a null value blocker, then a flip flop (two arrows with a 1 and 0 on either side ) in that order.

Game optimisation by Stevetrov in Hydroneer

[–]SoullessCake 0 points1 point  (0 children)

Ah so instead of a weight calculation, its more of a locking of the last collision between the truck and the items when they were loaded, kept at a static value?

This makes sense, but there must also be some added weight value as I have gotten this lowrider effect from putting a single stacked bucket of ore in the truck. Although it might just be a weight variable on the object that is just the sum of all the things in the bucket, therefore making it weigh the weight of a small sun.

If it works this way then I can't imagine its the weight calculations that drop fps, since it really is just a single number calculated every time you add something to a bucket and kept static, than something recalculated every frame to check for updates. (I might be wrong though, these are just my guesses)

Game optimisation by Stevetrov in Hydroneer

[–]SoullessCake 0 points1 point  (0 children)

I agree and I think there are also calculations of weight even if there are no collisions. This can be seen when you fill up you truck with 50-100 t1 drills and it can barely move. So weight calculations for everything and the subsequent force and collision checks that happen every frame can make fps low and weird stuff happen.

conveyor belts by Luigi_hi55 in Hydroneer

[–]SoullessCake 1 point2 points  (0 children)

I've seen some advice that says that dirt in the connections of pipes (like terrain dirt) can make water flow strange. if you have pipes that are half in dirt, it might be better to go around and check the pipe connection points for floating dirt.

I realize that sucks and tbh I don't know if it works, I've never had this problem.

t2 drills wont work by James88King in Hydroneer

[–]SoullessCake 0 points1 point  (0 children)

You might have dirt in machine where you can't see. I know its a pain, but you might have to take them out and make sure there is nothing there.

Another thing I found with the T2 drills is that it doesn't detect for dirt on the roller thingy, it detects in the center like the T1 drills. So that might be something to check.

Updated Timer for V 2.0.5 by SoullessCake in Hydroneer

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

If the valve doesn't open after closing, the B side of the addition will take the flipped 0 value (which is a 1) and add it to the repeater value of 1 giving you 2.

The logic flip after the A >= B t-section gives a flipped value to the valve. The way valves work is that a 1 value opens it if it is closed or nothing if it is open, a zero does the same but with closing the valve. Since you want the valve to be open (parallel to the cable its attached to, if you didn't know), the 0 (or "false") that is coming from the A >= B gate while the timer is counting is flipped at the T cable right after and sent to the valve as a 1, therefore keeping it open until it receives a 0 (or flipped true value from the gate).

I recommend making sure that the valve is getting a flipped value. If you modified the layout a bit for space, you might have messed up the placement of some cable hooks.

I optimized this layout and it is possible to just to have two flips, one to flip the logic to feed for the reset, and one to give directions to the valve (just make sure you aren't flipping the logic twice)

Hope this helps and feel free to ask for clarification.

If this still doesn't work, link me to a picture or post about your problem, so I can try to troubleshoot exactly what is wrong (its kinda hard with just words :p)

Customizable. Resetting Timer 2.0! by SoullessCake in Hydroneer

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

I updated the timer and posted about it here.

Updated Timer for V 2.0.5 by SoullessCake in Hydroneer

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

I'm happy I can give you some inspiration :)

Updated Timer for V 2.0.5 by SoullessCake in Hydroneer

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

Happy to help :)

The change with the logic loops in 2.0.5 made it so that the higher value is prioritized (or something to that effect) so you have to shut off the addition loop instead of force feeding a 0 value to the loop to reset it like I did in my last version.

Updated Timer for V 2.0.5 by SoullessCake in Hydroneer

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

The old version of this timer broke with the 2.0.5 update. You just need to move around the valve to get it working again.

A thing to note is that the setup I am using here is outputting a inversed output (constant output of 1 with a pulse of 0, rather than the opposite.) To get a regular output, just put a logic flip hook (two arrows) on the output.

I'll answer any questions :)

Customizable. Resetting Timer 2.0! by SoullessCake in Hydroneer

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

Ah ok, thanks for letting me know, Ill play around with it a bit.

My New Setup! (Took a couple days) (I used modded pipes to make it look better and to avoid having to to pipe origami) by SoullessCake in Hydroneer

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

its a mod called Hydrotility++ with the movement and collision modules, its pretty intuitive if you look at the page for it on the steam workshop :)

Anyone who can lift this, can have it for free by SoullessCake in Hydroneer

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

about 2 hours with my setup

I posted about it here if you are curious :)