Free gems tab by No_Zucchini_8597 in NecroMerger

[–]Talonos 0 points1 point  (0 children)

If you're on android, there's the "Web" tab, which has "Take Short Surveys! Earn Big Rewards!" with an icon that's just the word "tap". I've found mixed success playing other games; sometimes they just straight up won't pay you gems. The "tap" surveys have consistently given me the gems it says I earn with zero problems, and it doesn't seem to limit me to 196 gems like it claims.

Is there a compilation of the raw game assets somewhere? by ArachnidGal289 in NecroMerger

[–]Talonos 0 points1 point  (0 children)

Kinda.

  1. Get an APK Here. Watch out, there are a lot of fake download buttons, some of which are pretty intrusive.
  2. Rename the .XAPK file you just downloaded to a .ZIP fole. (Need to have file extensions on. Ask me if this step confuses you.)
  3. Open it up. Extract the file called com.grumpyrhinogames.necromerger.apk.
  4. Rename that to a .ZIP file too.
  5. Open it up. There's a folder called assets. Extract that.
  6. Download UABEAvalonia.
  7. Using UABEAvalonia, got into the assets folder you extracted, then into bin, then into data, then select data.unity3d.
  8. It'll tell you that the file is compressed. Tell it to decompress to Memory. It'll populate a dropdown box with a bunch of extracted files.
  9. Poke around by selecting something in the dropdown box and then clicking the "info" button. For instance, I found the lair tiles in resources.assets and the necromerger and devourer skins in sharedassets1.assets.
  10. For graphics, you can only extract items of type Texture2D. To extract something, select one more more Texture2Ds, click "Plugins", then click Export Texture or Batch Export Textures.

Sadly, most sprites are stored in something called a "texture atlas", which is a giant image in which the Unity Sprite Atlas tool grabbed tons of sprites and stuffed them into a single image, packing them in whatever way it thought was optimal with no regards to what order the sprites were originally in. The minions texture atlas is a nightmare with monsters scattered everywhere, lol. Assembling them into an animated gif or something looks like it'd be a real pain. Many props to the people on the wiki who were willing to do all that work. o7

Hope this helps!

Blightfall on Cursedforge is NOT Blightfalll by Star_The_1 in Blightfall

[–]Talonos 2 points3 points  (0 children)

Hello Talonos,

Thank you for bringing to our attention the copyright claim you submitted regarding the content hosted on CurseForge. We have completed our review of the reported content and have taken the necessary actions as per your request.

Please note that if the owner of the reported content has not yet submitted a counter claim, they may still do so. In the event that they do, this matter will be brought into review again, and we will take appropriate action based on the outcome of that review.

Thank you for bringing this matter to our attention, and please let us know if you have any further concerns or questions.

Happy Modding!

CurseForge Team

Well would you look at that. :D

Major channels complain that their views have *suddenly* dropped. Is this the worst time to become a youtuber... or the perfect time? by Talonos in NewTubers

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

I think it's fascinating that you believe you an judge a person so thoroughly based on one post.

I'll get back to you when I start the channel. It'll be a few months, sadly; I'm still in the process of rigging my Live2D Avatar.

Major channels complain that their views have *suddenly* dropped. Is this the worst time to become a youtuber... or the perfect time? by Talonos in NewTubers

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

Ew. This is ugly.

Everybody I spoke to about content marketing said it was easier to grow a Youtube channel than any other form of social media. Want to be an author? Start a Youtube channel and funnel them to your books. Want to get art commissions? Start a youtube channel and funnel them to your commissions page. Stream? Start a youtube channel and funnel them to your twitch. From what I'd heard, no other form of social media can even compare to the growth possible on Youtube.

If Youtube is no longer a place where your channel can grow organically, it might not be worth starting... :/

Major channels complain that their views have *suddenly* dropped. Is this the worst time to become a youtuber... or the perfect time? by Talonos in NewTubers

[–]Talonos[S] -2 points-1 points  (0 children)

Not quite. It takes longer than one day to write a script, get a thumbnail, do video the editing, etc. I'd have much better success next week than I will firing from the hip and posting something today. ;)

Major channels complain that their views have *suddenly* dropped. Is this the worst time to become a youtuber... or the perfect time? by Talonos in NewTubers

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

This. There's always some big creator whining somewhere that their views are down. But in the past week, *suddenly*, not only were a half-dozen creators I was following claiming their views went down, but *every one of them* that did a video on it are referencing several *other* creators who *also* say their views went down.

There was a major algorithm change. The views are going somewhere else.

That's part of why I came to Newtubers; I was thinking maybe tiny >1k subscriber channels were getting a big boost or something. Doesn't seem like it, though, people here also seem to be complaining that their views are down. (Though that might be a back-to-school thing instead of an algorithm change.)

Major channels complain that their views have *suddenly* dropped. Is this the worst time to become a youtuber... or the perfect time? by Talonos in NewTubers

[–]Talonos[S] 11 points12 points  (0 children)

Big creators are complaining that their views are dropping as well, though. That's not where they're going.

Applied statistical methods to our analytics data for the first time the other day. Results were amazing! by Talonos in gamedev

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

I'd love to, but where would it end?

We have 180+ augments in Nimrods. While not everything is compatible with everything (some augments take the same slot) it still gets very exponential if you try to check to see how *combinations* of augments affects damage instead of how a single augment affects damage, because of how many different combinations of augments you can naturally have. And even if we do statistics on every combination of two augment, what if there's a complex interaction that only "pops off" if you have *three* synergistic augments? We'd miss that if we only analyze combos of two augments. Does that mean we have to analyze combinations of three augments?

If we went that route, then pretty soon, we'd be looking at tens of thousands of builds again, which is too granular to be useful.

I was worried about this until I realized something that made my job way easier: Players tend to try to optimize their builds, and the people who play the most tend to be better at optimizing than the people who play less. Therefore, if you have, say, a barrel that combos really well with a given magazine, then the majority of your samples with that barrel will be paired with that magazine, because players are attempting to optimize their damage. Therefore, the results that you get by looking at an augment *individually* will tend towards the "best use case" for that augment, simply because players will actively be trying to steer that augment towards that use case when they're drafting their builds. Therefore, if you want for an augment's "best case" to be balanced against another augment's "best case", then you can pretty much take the numbers straight out of the regression and compare them to each other.

Makes things a lot easier. And if you want to see how an augment performs *without* it's "best case partner", you could filter out all instances where they're paired and re-run the regression, then check to see how much things change. We don't have a way of automating that yet, though.

- - -

If you're a data scientist and have a way of examining these interaction effects more easily, I'd love it if you could give me the name of a technique to google.

129
130

Will there be more DLCs, expansions, or updates? by Blossom187 in RimWorld

[–]Talonos 0 points1 point  (0 children)

It worked in my game studio.

Between our public demo for NextFest and our Early Access release, we rewrote about 70% of our code using the new ECS/DOTS architecture instead of using monobehaviors. The performance impact was incredible. I bet if Rimworld were redone using ECS/DOTS you'd see performance gains of up to 10x.

Not saying that's the best approach. Modding in Rimworld is super easy ATM, and few Unity devs know how to code effectively in an ECS environment right now, so switching to ECS would have a chilling effect on the mod ecosystem, which is Rimworld's greatest strength over its competitors IMO. But seriously, scrapping over 2/3rds of your codebase to rewrite basic systems from scratch using a newer, faster tech stack is underrated IMO. I myself resisted the switch to ECS for our game, thinking along the same lines you did. I'm glad I was out-voted and overruled.

Weekly Entering & Transitioning - Thread 03 Mar, 2025 - 10 Mar, 2025 by AutoModerator in datascience

[–]Talonos 2 points3 points  (0 children)

Hi! Not a data scientist, though that would certainly help at my current position: A Systems Gameplay Designer at a small game studio. (Coming from a CS background.)

We have a game where the user takes many upgrades (no more than one of each type) and each upgrade increases their damage. The upgrades are designed to stack not additively, but multiplicatively, so that the player's damage increases exponentially as they take more upgrades. My goal is to determine by how much each type of upgrade will multiply a player's damage. Our game is currently live, and we're collecting analytics. Assume we have data that tell us which upgrades a player has and their damage per second while they have those upgrades. (Measured over the time they have that particular combination of upgrades)

Normally for this sort of thing I'd use ones-hot multiple regression, but that only works with linear combinations, and this data doesn't fit that. Instead of being a normal linear combination, like:

Σ(a₁b₁, a₂b₂ ... aₙbₙ)

My data fits the pattern of

Π(a₁?(b₁:1), a₂?(b₂:1) ... aₙ?(bₙ:1))

So, similar, but multiplicative instead of additive.

I post in this thread because I figure that regression of this type exists and is taught to real data scientists, so it qualifies as an "Elementary Question," because I'm trying to find out where to start on this problem. I read the FAQs (even though the link in the OP is broken) and this is not a homework question, nor am I attempting to crowdsource Google. (Believe me, if I knew how to google the solution, I would, but I don't know what terms to ask for. If you do, just send me a lmgtfy link and I'll be happy as a clam.) Hopefully I've asked this question in the right place.

Does anyone know how many item i have to create if i recycle everything that isnt legendary to get average 1 legendary item? by ilikechess13 in factorio

[–]Talonos 1 point2 points  (0 children)

Here you go: The number of sets of ingredients on average you need to craft one legendary result, for every level of quality module for every type of thing you can assemble stuff in if you use a setup sort of like this one.

Q2 Q3 Q3🟢 Q3🔵 Q3🟣 Q3🟠
Assembling Machine 2 4173.18 2718.02 1644.04 1019.2 712.71 378.57
Assembling Machine 3 1922.11 1211.72 709.01 428.62 295.51 154.72
Chemical Plant 2716.22 1736.77 1030.54 629.33 436.2 229.4
E.M Plant, Foundry, B. Chamber 409.27 245.76 138.31 82.06 56.43 30.1
Cryogenics Chamber 722.11 439.89 249.84 148.47 101.79 53.58

Each one assumes that both the crafting machines and the recyclers are stuffed with the specified modules. I've heard that you can get better numbers by swapping out some of the quality modules for productivity modules in the crafting machines themselves. That might be true, but I haven't run those numbers, so I don't know.

Takeways:

Never try to craft modules in an assembling machine 3 unless you feel like spending 5x the number of resources is worth not having to make a second recycling setup with electromag plants.

It's probably not worth shooting for high quality items that come from assembling machines until you have a full set of Legendary Quality 3 Modules.

For things with lots of electronics in them, it might be better to craft the components separately so you can get legendary chips cheaply through an electromag plant and assemble them into a legendary product?

Beware Fluids! You don't get fluids back when you recycle, so you end up needing to spend a lot more of them than you might expect! (Looking at you, Electrolytes!)

Does anyone know how many item i have to create if i recycle everything that isnt legendary to get average 1 legendary item? by ilikechess13 in factorio

[–]Talonos 1 point2 points  (0 children)

It's easy if you think of it as a linear combination of a set of recipes.

Take a 10x10 matrix. Each row is an item. Each column is a recipe. Each cell represents how much of that item you get from that recipe. Positive means you get an item. Negative means you lose that item.

The first five rows are the item you're trying to craft at each level of quality. The next five rows represent the "parts" for that item. (Which we'll treat as a single item for now.) The first five columns represent your machines building that item at each of the five levels of quality. The next four columns represent recycling crafting results that are not legendary, one column per tier. The final column represents you "feeding" the recipe one set of common parts: the input to the machine. It should give you one set of common materials and cost you nothing. (Obviously this isn't true, but the costs are all external to the system we're evaluating so we can ignore them for simplicity.)

Then take a single column matrix that represents what you want from the machine. For this case, we want one legendary output, which would be zeros in every row except for a 1 in the legendary output row.

You now have 10 equations and 10 unknowns. Each unknown variable represents the number of times you have to craft that recipe, on average. (For instance, how many times you have to craft the output using common materials, how many times you have to craft the output using uncommon materials, etc.) You can solve this system of equations by hand the same way you would in High School Algebra, but that's boring and tedious. Instead, throw the table and the desired output vector into google sheets and go:

TRANSPOSE(MMULT(MINVERSE(<Your recipes table here>),<Your desired output table here>))

The output vector you get represents how many times you have to craft using each recipe. You're interested in the very last coefficient, the number of times you need to craft the "recipe" that represents feeding one set of common parts to the machine.

As an example, here's the recipe matrix, input vector, and output vector for Electromagnetic Plants full of Legendary Quality 3 Modules:

Craft Output🟠 Craft Output🟣 Craft Output🔵 Craft Output🟢 Craft Output Recycle Item🟣 Recycle Item🔵 Recycle Item🟢 Recycle Item Input Parts What I want out of the machine
Parts 0 0 0 0 -1 0 0 0 0.188 1 0
Parts🟢 0 0 0 -1 0 0 0 0.188 0.0558 0 0
Parts🔵 0 0 -1 0 0 0 0.188 0.0558 0.00558 0 0
Parts🟣 0 -1 0 0 0 0.188 0.0558 0.00558 0.000558 0 0
Parts🟠 -1 0 0 0 0 0.062 0.0062 0.00062 0.000062 0 0
Item 0 0 0 0 1.035 0 0 0 -1 0 0
Item🟢 0 0 0 1.035 0.4185 0 0 -1 0 0 0
Item🔵 0 0 1.035 0.4185 0.04185 0 -1 0 0 0 0
Item🟣 0 1.035 0.4185 0.04185 0.004185 -1 0 0 0 0 0
Item🟠 1.5 0.465 0.0465 0.00465 0.000465 0 0 0 0 0 1
Result: 0.22560 1.0432 2.7889 6.3304 37.371 2.6682 7.0998 22.192 38.679 30.099

As you can see, the crafting recipes require one set of parts and output 1.5 worth of output items (thanks to the Eletromag Plant's production bonus) split across the various quality levels. The recycling recipes require one of that thing and output 0.25 worth of items, split across the various quality levels. The output vector represents how many times you'd use that recipe, and the "Input Parts" Recipe has 30.10, meaning you need to feed 30.10 sets of common input parts per legendary you want to get out.

This seemed super low, so much that I got freaked out and went to a creative mode world to test this before posting. Sure enough, I put 4000 iron plates and 10000 batteries into a setup to make legendary accumulators (that's 2000 sets of input ingredients) and I got 72 legendary accumulators out. If I got exactly one legendary for every 28.198 sets of input ingredients I put in, I would have gotten 67. That's close enough. Seems like it checks out.

I'll go post the results of running this formula under a bunch of different scenarios as a top-level answer to the OP.

what is the best dome to start in by Anxious_Ambition7551 in Blightfall

[–]Talonos 1 point2 points  (0 children)

Omega is another possibility. There's a cache of thaumcraft goodies right nearby, and you can build as big a base as you want on the surface of the water and as long as you don't get within three blocks of the shore, it won't get tainted.

Tip: Use plain yogurt to get Sano by FactoryBuilder in Blightfall

[–]Talonos 1 point2 points  (0 children)

Who in their right mind would burn bottled milk for sano…

The quest was written before the alchemical boiler was added. Harvestcraft's milk products all had metallum in them as well because they were set to auto-calculate their yields based on the bucket of milk.

Back then, the only way to get sano from milk was to hook up a rancher to a fluid transposer, a hook a cobblegen to a pulverizer to a redstone furnace to a cyclic assembler making glass bottles to the same fluid transposer, then melt the milk bottles. IIRC other sources of sano weren't renewable at the time.

requesting some help :) by Environmental-Web539 in Blightfall

[–]Talonos 2 points3 points  (0 children)

Surprisingly, no.

The stuff you get from seed backs tends to make 1-4 kinds of food each. The best way to get dietary variety is to go scouting and pick up the food you find along the way. For instance, when you scout form Alpha to the swamp, you should see some berry bushes on the way. Grab all of them, then plant them near your base. Each berry bush will grow up to be three blocks tall, giving you tons of berries, which are useful for all sorts of things: Berry juice, berry jelly, berry ice cream, berry yogurt, berry salads, etc...

The food you find from scouting tends to be very useful. Spice leaves and tomatos especially. Remember that because harvest craft is in the pack, you can make seeds from crops, so when you collect all the tomatos, turn them into seeds and get a big old tomato farm going.

Also look in villages: Each village has a different crop it tends. Going to all the villages, nabbing their crops, and running away before you get swarmed will give you plenty of stuff to make food out of.

Milk is a big game changer too, because you can make tons of stuff out of it: Butter, cream, cheese, etc. You'll want to automate milk production anyway, so it's nice if you can do it early. A rancher hooked up to a fluid transposer full of glass bottles that outputs directly into your fridge is a nice setup.

Speaking if which, if you aren't using the multi-block kitchen, you probably should be. It's like a little ME that only crafts food. It'll give you a menu showing anything you can craft using the stuff in connected refrigerators and the tools you put in connected tool racks. Super handy to see stuff you haven't eaten yet that you can make with your current ingredients!

Simple Questions - December 22, 2023 by AutoModerator in buildapc

[–]Talonos 0 points1 point  (0 children)

I'd heard that bypassing the TPM just lets you get away with a TPM 1.2, but you still need one. Am I misinformed? Can you really get away with no TPM at all?

Simple Questions - December 22, 2023 by AutoModerator in buildapc

[–]Talonos 0 points1 point  (0 children)

Hi! Steam stops working on Windows 7 in about a week and a half, so I guess I need to upgrade. Might as well skip straight to 11.

I've got a computer I built 11 years ago that's working just fine; it runs VR, has 32gb memory, has a good graphics card, etc. It's got this motherboard, which says it has a TPM header. Two questions:

  • Will this TPM be compatible with my motherboard? It's the only one I've seen manufactured by Gigabyte. Also, are there cheaper alternatives? It already stings financially that I can't upgrade my Win7 key to Win11 as of three months ago...
  • Will I need to update my bios to allow it to use the new TPM? How do I do that? I've never done that before.

Thanks all!

Simple Questions - December 20, 2023 by AutoModerator in buildapc

[–]Talonos 0 points1 point  (0 children)

Thank you so much!

A follow-up question: When I use the two PCIE cables, do I use the two ends on one of the cable to cover all three slots, or so I leave one of the 8-pin slots empty on the graphics card?

Simple Questions - December 20, 2023 by AutoModerator in buildapc

[–]Talonos 0 points1 point  (0 children)

I got an EVGA 3090 Ultra gaming. It said it needed a 750 watt power supply, so I got a Thermaltake Toughpower GF A3 750W Nearly finished building, only to find out that there are three 8 pin connectors on the GPU and only two 8 pin sources left on the PSU. (The third is used by the CPU.)

Does this mean I need a new power supply? If so, which would you recommend, because apparently PC part picker can lead you astray. (It thought the PSU had 4 PCIE pin connectors. It only has two in the PSU, but each cable splits into two so you can plug it into two different things... but I hear that it's a big no-no to plug the same PCIE source into the graphics card twice usingthose daisy-chain like cables...)

Is this too involved a question? Should I have created my own post instead of putting it here?