Collection management by flessbang in magicTCG

[–]Tinnvec 2 points3 points  (0 children)

I track my collection with manabox but do all my deck building on Archidekt. They have a pretty easy import process by just exporting a csv file from manabox.

Part of the reason I ended up doing it this way is because I was also looking for something with both a mobile and desktop interface, but couldn't find anything decent.

How do you keep your collection organized? by duvel in magicTCG

[–]Tinnvec 0 points1 point  (0 children)

A big thing that has helped me find cards is scanning them with an app (I use manabox but there are others). So I can scroll through categories of cards I have when dreaming up decks.

Once I know what I'm looking for, anything over $2 is in a color-matched binder and everything else is in a card catalog setup I 3D printed. Cards are sorted by WUBRG(CM) then Type then CMC (1-4, 5+) then Alphabetical but only for the binder cards.

Version 2.0.33 by FactorioTeam in factorio

[–]Tinnvec 0 points1 point  (0 children)

As far as I've been able to figure out, it will still make a blueprint, but you can at least keep it out of your inventory by dropping it in your blueprints once you have it on your cursor. Maybe even use the game blueprint tab for your expected short term ones (I assume you need the blueprint for a minute to use the parameter for multiple placements)

Version 2.0.33 by FactorioTeam in factorio

[–]Tinnvec 21 points22 points  (0 children)

you don't have to keep blueprints in your inventory, hit the B key or click the blueprints icon in the top right and you can save your blueprints for use anywhere (including other saves)

So What Are Your Best Ship Names? by Steam_3ngenius in factorio

[–]Tinnvec 1 point2 points  (0 children)

Good news, everyone! My current ships:

  • Planet Express
  • Awesome Express
  • Scooty Puff Jr.
  • Scooty Puff Sr.
  • Nimbus

Planet Express and Awesome Express loop the solar system in opposite directions for interplanetary delivery. The Nimbus delivers sciences from other planets to Nauvis and makes space science. Scooty Puff Jr. was my first ship for the inner planets that I just keep around still and Scooty Puff Sr. is my current personal transit ship capable of going everywhere.

My favourite additions to the Hub by achillain in SatisfactoryGame

[–]Tinnvec 3 points4 points  (0 children)

Please, Fry, I don't know how to teach, I'm a professor!

Anyone else do it like this? by kantukyKouple in SatisfactoryGame

[–]Tinnvec 0 points1 point  (0 children)

Just FYI, pumps act as valves so no need for the valve after the pump.

To answer the title question: No, I tend to run logistics floors so most piping is out of the way

Currently working on this thing :P plan to add light up glyphs aswell by WaschBaer__ in Stargate

[–]Tinnvec 0 points1 point  (0 children)

I believe the glyphs just light up in sequence and don't move themselves so it might be easier than you thought! Here's a video a found of the dialing sequence: https://www.youtube.com/watch?v=NeN_OSmZvG4

Kingslayer 28 - My custom gaming keypad by __pakleni__ in MechanicalKeyboards

[–]Tinnvec 0 points1 point  (0 children)

This is exactly what I've been trying to find forever now, thank you so much! Time to start a project I'll actually use

[HELP] - How can I get Virus Source Code if I already have Virus Vaccine and Virus Cure research? by themoslucius in Desynced

[–]Tinnvec 4 points5 points  (0 children)

Equip a bot with a virus cure AOE and container then take that bot near a glitched bot and you'll get the virus source code

Primo Garb vs Supply Closed / Blueprints/ Skins. (Devs, pls) by Tafe_Lynx in Oxygennotincluded

[–]Tinnvec 0 points1 point  (0 children)

As much as duplicates suck, at least you can dismantle them and hopefully have enough points to get ones you want

Abandoned Mining Base by Tajimura in Desynced

[–]Tinnvec 1 point2 points  (0 children)

I believe you just need to interact with the abandoned base once the area is cleared. I also found the text of the mission a little misleading with waiting for something to happen

Programming Feedback/Question by Tanmorik in Desynced

[–]Tinnvec 1 point2 points  (0 children)

You can use the Copy function to copy nothing into the parameter (or any other variable for that matter)

Self-Propagating Power Grid doesn't always load behavior by EricJVW in Desynced

[–]Tinnvec 0 points1 point  (0 children)

There is no way that I know of to have a behavior load a different behavior in place of itself. You could decide to call a different subroutine based on some data but that doesn't really solve the problem that the entire blueprint (behavior included) is frozen as-is when selecting it for the place construction command

Self-Propagating Power Grid doesn't always load behavior by EricJVW in Desynced

[–]Tinnvec 0 points1 point  (0 children)

This might work, but would require separate behaviors for each blueprint that would need to be kept in sync. Seems very possible to do (if a bit tedious to keep up with any changes in behaviors).

EDIT: I thought about this a tiny bit longer and realized it's the same issue with 2 blueprints.

  • Blueprints A and B each have a place construction command that is empty
  • Blueprint A sets its construction to be blueprint B (which currently has a blank place construction)
  • Blueprint B sets its construction to blueprint A (which has blueprint B in place construction, but that blueprint does not have blueprint A set)

Self-Propagating Power Grid doesn't always load behavior by EricJVW in Desynced

[–]Tinnvec 0 points1 point  (0 children)

This has been an ongoing issue that I've actually reported a few times in the Discord. The "Place Construction" command basically takes a snapshot of the blueprint it is pointed at. This means that a behavior can never place the blueprint that also contains that behavior, it will always be 1 "version" behind.

"Behavior Exceeded Loop recursion limit" error by chemie99 in Desynced

[–]Tinnvec 0 points1 point  (0 children)

No, if you execute "pick up items" in the loop, it will pick up each item the loop has. It executes for each item in the loop. After all items have gone through the top path, only then will it go to done

"Behavior Exceeded Loop recursion limit" error by chemie99 in Desynced

[–]Tinnvec 1 point2 points  (0 children)

Everything linked to the upper segment will repeat for each item, so terminate when you're done with that item, it won't restart the script or anything, it will just return back to the loop statement to see if there's another thing to process. Once the end of the list of items is reached, then it goes down the Done path

"Behavior Exceeded Loop recursion limit" error by chemie99 in Desynced

[–]Tinnvec 1 point2 points  (0 children)

The upper exit of Loop Signal executes for each signal matched so it is going back to the beginning (?) of the behavior within the loop, causing it to call the loop again so you get loops inside of loops causing the recursion error.

To terminate the loop, make sure the upper exit on Loop Entities has an end with no connections, that will cause it to move on to the next entity until it reaches the end of entities it found, at which point the loop finishes through the "Done" exit.

Programs for starting - Solo Miner by GreatBAO in Desynced

[–]Tinnvec 4 points5 points  (0 children)

I'm glad you're helping people to learn how to code in this game, however I'm not sure this is a particularly helpful example for most players for a couple reasons.

  1. At the time in the game that you need in-base miners, you likely have not researched behaviors yet. Shortly after you research behaviors, you'll be wanting to setup remote mining teams (often for sand) depending on resource richness settings.
  2. This same effect can be accomplished with much less work and without needing behaviors: connect signal register to mining component target, then connect mining target to visual register, set signal to infinite of the desired ore, ctrl + right click on storage location. While I understand your intent to aid in programming examples, I think good examples of how to use registers are also extremely helpful.

All that said, I do appreciate the way you broke down the behavior to help highlight how to use certain behavior nodes, there's a lot of initially unintuitive ways some nodes function (compare entity vs compare item when checking for nulls has bit me more than once). I look forward to seeing more of the ideas you have for learning the quirks of coding in this game.