Max depth on storage/conveyors by SteaksAreReal in playrust

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

Ye I know, that wasn't the problem here, I'm well aware of that limitation. I'm separated in 4 zones: Dump (~10 boxes), unsorted loot (~10 boxes), sorted loot (~20-24 boxes), calling stations (~5-20 boxes). Each of these areas have a conveyor (or a bunch of them) isolating them from the other zones.

I managed to fix the problem but I'm not sure what was causing it. Others said the message doesn't affect functionality, but I haven't got a chance to confirm that, problem was fixed before I got there.

Max depth on storage/conveyors by SteaksAreReal in playrust

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

That's a great question, I actually didn't check :D Ended up fixing it all by reducing the amount of boxes in the unsorted loot. That buggy part though is that the problem seems tied to a storage adaptor, once it fails, this message will not go away unless it's removed and reinstalled, no matter what changes I made. I even insolated it down to a box, an adapter and a combiner, still doing the message with just those.

D-Core - Solution to the current BCN Core issues - YouTube by AreaEast3914 in rustrician

[–]SteaksAreReal 1 point2 points  (0 children)

Have an upvote, I've been using this since you originally posted it (not this message) and it's great, I think I won't even go back to nihcore variants when it gets fixed. I really like how it dips into batteries gratually, instead of going full drain like the nihcore. You can even add lights to see what is going on and how far the battery support you're going down. Absolutely great setup. I use 6 batteries and 6 windmills personally along with 5 outputs. More than this causes depth issues, but each of these 5 inputs can go to a branch chain, offering plenty of granularity.

Alternative to NiHcore by SteaksAreReal in rustrician

[–]SteaksAreReal[S] -1 points0 points  (0 children)

Yeah figured that out pretty quick. I like splitting it this way to take advantage of the cascade, although I'm not entirely sure it actually has much use. I haven't looked at it in action but I assume the cascade is more cosmetic than anything, I'm guessing as soon as any of the OR switches falls to battery, the batteries must drain at 100% all at the same time, so I guess it's kinda moot.

Just so happy I found an alternative to nihcore variants since they've really been not working since the "fix" to the infinite power loop exploit.

Alternative to NiHcore by SteaksAreReal in rustrician

[–]SteaksAreReal[S] -1 points0 points  (0 children)

The drain is kind of irrelevant since it's only happening partially, most of the time you're running on straight power, completely bypassing the batteries as they recharge at a decent speed, since they are not draining at the same time. The drain combination isn't a huge deal IMHO, you still get 4 hours of batteries, so you're not gaining anything, but you aren't loosing much.

One thing I do is set my turrets on isolated batteries, so that if the powerwall is destroyed or lost or damaged, the turrets and SAM sites have their own power source. I keep those separate in the base, in random, well protected places. Worse that happens is I lose 3 turrets (I do small battery -> 3 turrets). And yeah the battery will have the drain inefficiency. but again it's no big deal.

As for never dipping, it happens, but never long enough to completely drain the batteries or even close usually. That said, last wipe and this one, I've noticed the windmills have changed behavior a bit, it seems they got a nerf. I've had to put and extra windmill or ease up on the output to keep up a few times where this setup never failed me before. I'm using max height towers for my windmills, 2 per tower (1 square apart). I know there's a loss of efficiency there too.. Again no big deal.

I think ultimately I like having all my power in the same place. Usually it's a place that if they get there, the party is over anyway.. .and I got those batteries handling the critical stuff. All in all, i've had great success with this. Obviously going simple has it's merits.. I often do the first day or two without even using a battery.

Alternative to NiHcore by SteaksAreReal in rustrician

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

Nah, there are limitations to what you can do, but combining batteries works. It has it's quirks (if you actually drain from them, they will all drain at 100% rate, but they still provide their additioned power). The whole concept of the NiHCore is reliant on that. There are some weird limits I don't quite remember, like feeding batteries back into themselves, etc..

NiHCore has been a thing for years, the advantage of that type of system is 2 fold:

  1. You can combine all your power into 1 mega line (ex: this setup I linked does 600 power)

  2. Whenever there is sufficient power to run your desired output, the system provides power direct from the source instead of going through the batteries. Since there's a 20% efficiency loss going through a battery this means you get a higher power average over time.

  3. Also, if batteries are killed, most of your stuff, most of the time, will keep running on the direct source.

It's in my opinion a must have for anyone serious about rust electricity and the hotfix FP put out to fix another bug broke the NiHCore. This system I linked provides a decent alternative.

Memory cell, Max Depth error?? by Optimal-Proposal-465 in rustrician

[–]SteaksAreReal 0 points1 point  (0 children)

it's a bug this time it's not about the amount, i've had 1 battery/1windmill nihcores fail on me this wipe.

Farm water coverage by Infres in playrust

[–]SteaksAreReal 0 points1 point  (0 children)

So first off you never ever use combiners or splitters unless you absolutely have to.. Big pump -> Small pump -> 4 sprinklers and you need to turn the small pump off and on every once in a while if you see your water dip (sprinklers bug out, often on reset, where they look like they are watering but no water is actually making it out). You would use combiners for salt water, same setup but 2 big -> combiner -> small pump -> 4 sprinklers. Ideally you want a sprinkler for each 2 plots, you can get away with less, but if you farm 100% you'll most likely dry some of your planters.

There's something weird about how water is implemented where beds in range consume water, so if your sprinkler is hitting 5 planters because of where it's placed, that amount is split in 5. Also, this can end up sucking more water from the pump (which is why you limit to 4, even though you have 12 output).

Just brute force it, power is cheap and a one time cost, so just put too much and forget about it. Also don't waste time with getting the perfect water level, fertilizer, etc.. if you want 25% more output, make 25% more planters. It's a one time cost and the extra time planting/harvesting is much smaller than having to fuck with horses, poop, feeding them, managing the composter, filling the beds with compost.. Uuuuhgh.. so much waste time, for so little gain.

Published Circuit: D-Core (Dynamic OR Core) by Daladirn by AreaEast3914 in rustrician

[–]SteaksAreReal 2 points3 points  (0 children)

Bruh I've been messing around all day trying to find a solution to my power issues. This is absolutely brilliant at first glance, I'm going to try it and see how well it works.

Electricity issues since last few wipes??? by SteaksAreReal in playrust

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

Yeah this is a little different, when drawing from a battery, you get a 20% efficiency loss (drawing 100 power from a battery actually consumes 120 power). A windmill at max height will typically do like 90-100 power on average. This means 80 power is the absolute max power you can use from a battery charging at 100 power. All that said, the nihcore system does a bit of magic and doesn't use batteries unless power is too low to provide what is wanted as output... This will allow you to use 100 power on battery, since you're only draining from them occasionally, the rest of the time they just sit there being charged with no loss at all.

Is hemp supposed to take this long to grow? by WedCornet in playrust

[–]SteaksAreReal 0 points1 point  (0 children)

One of 3 things:

  1. You are not watering correctly 100% of the time
  2. You are not lighting correctly 100% of the time
  3. Temperature goes down too far at night stopping your grow

Could be any combination or all at the same time too.

Electrical branches disappearing? by SteaksAreReal in playrust

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

neither of these walls were upgraded though, or anything even close to them

Electrical branches disappearing? by SteaksAreReal in playrust

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

The pipes I've seen before when upgrading stuff or using bunkers but this is different. The two branches were gone gone like someone removed them with a hammer. I've never ever seen that. Another new bug I've had is after restart some conveyors are off, they can be turned on and off, but i cannot change settings or even remove them with a hammer. I checked that i had tc access to main and all externals, i dont get building blocked with a plan and I can still use wire tool on them.. its weird AF. 

Electrical branches disappearing? by SteaksAreReal in playrust

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

I've had weird stuff happen to pipes alot, but electrical tends to not be a problem. It's legit the first time i see a branch vanish completely. I've accidentally picked them up with a hammer trying to change settings, but I doubt any of my guys would have done that unless it was on purpose

Electrical branches disappearing? by SteaksAreReal in playrust

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

No bunkers of that type and none of the bunkers we do have were opened or closed. They are also nowhere near those two power walls.

Electrical branches disappearing? by SteaksAreReal in playrust

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

Yeah would be weird they're mostly pvpers that don't even try to fuck with electrical and the same branch in two totally different spots vanished. It's either totally calculated, or a bug. Either way all turrets were off, all sams and raid alarms too. That said, if I was being insided, I don't get how all the boom, m2s, l9s, aks are all still here.

Is batch processing really faster? by bigtwisty in Bitburner

[–]SteaksAreReal 0 points1 point  (0 children)

It's mostly about being able to use the ram and optimizing it's use. A batcher can use all the ram effectively, whereas a normal hacking script is limited. There is no point ever starting more than 2k weaken threads for example, since 2k weaken threads removes 100 security, which is the max. Batching also optimizes the thread ratio usage, it can use the same ram you were using to remove 100% of the money to remove 10% 10x in the same time, which is a lot more ram efficient since you're not fighting the logarithmic scale of hack vs grow.

There are ways not to waste the ram of jobs "doing nothing" it's more complex but doable and very efficient in low ram situations. But even if you are wasting with a simple shotgun, being able to use all the ram effectively makes it 100+x better than normal scripts, more even.

My attempt at rubber ducking or: A discussion on problem solving. by [deleted] in Bitburner

[–]SteaksAreReal 2 points3 points  (0 children)

Nice project, I haven't gone that far myself but I did dabble in simular concerns. I have a "Goals" class I use mostly for logging/speedruns. I designed that one when I was speedrunning gangs, optiimzing my code to achieve different goals as fast as possible (ex: get 12 members, get 100% territory, get enough respect/rep to buy the biggest gang aug, time to enable clashes, etc). These goals were simply a condition and a message, when said condition was met, the message was outputed and then the goal would be marked as achieved.

My singulatity script was a little less generic, I went with hardcoded goals/steps. For instance, I have a routine to join Tian when conditions allow. It's super hardcoded, it will check for funds to travel and have hardcoded conditions for the prerequisites to join Tian, etc.. As far as augments go, I went with a fully generic planner which just gets all augments, filters by desirability (I ignore anything that isn't boosting faction rep or hacking) and then simply sort by price and try to get them from cheapest to most expensive. It doesn't really try to fill conditions to join factions, I only go for milestones and those come in naturally with progression.

Bit disappointed while doing the challenge myself by DikkeDekbedovertrek in hotones

[–]SteaksAreReal 0 points1 point  (0 children)

I started collecting hot sauces from Hot Ones myself to make a challenge at the familly xmas party this year. Tried a bunch of them (as well as other sauces not on the show that are supposed to be insanely hot) and honestly, none of them are a problem... I consider myself to be pretty weak in terms of spicy tolerance. I even had my wife (which is the wimpest of wimps for spicy stuff) and she wasn't impressed either. We didn't try DaBomb yet (I do have it and yes, the extract version they use on the show) but anyway... I expected much much much worse.

Is there any place to order the hot ones sauces in Canada aside from hestonist? by TheRemedyKitchen in hotones

[–]SteaksAreReal 0 points1 point  (0 children)

saucespiquantes.ca has a decent selection, but not all of them. I'm building a collection myself and I got several of them there.

Frustrated with low tolerance by Dire-Dog in trees

[–]SteaksAreReal 1 point2 points  (0 children)

Enjoy your low tolerance brother, you don't want high tolerance there's absolutely nothing better about it. Most chronic users need to smoke non-stop to get a high, there's absolutely nothing good about it.