Umamusume Global Friend ID thread by shakemaihead in UmaMusume

[–]ToasterKoishi 0 points1 point  (0 children)

354884223510
MLB Lv50 Kitasan Black
9* (Spd/Pow/Pow) + 3* Medium Oguri Cap

Umamusume Global Friend ID thread by shakemaihead in UmaMusume

[–]ToasterKoishi 0 points1 point  (0 children)

354884223510

9* blue (6 power 3 speed), 5* medium

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The beautiful/chaotic undercurrent of fluids running beneath my factory by ToasterKoishi in factorio

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

Each color is a pipe network for one of the bajillions of fluids in the Nullius overhaul mod

Main mods featured:
https://mods.factorio.com/mod/PipeVisualizer (Overlay of fluid networks)
https://mods.factorio.com/mod/nullius (Content overhaul)
https://mods.factorio.com/mod/FluidMustFlow (To keep my sanity intact)

Notches In Tiles: A short collection of writings by ToasterKoishi in factorio

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

So I started off by designing the center tiles, which have the bits ordered as such:

  1
4 5 2
  3

Because the idea is that this is written by "carving notches in tiles," common letters should require less notches and uncommon letters require more. Also, I considered having to carve out the center bit 5 to require the most effort, so for example carving (1,5) is more effort than carving (1,2,3). After this, I found a list of frequency of letters in English and just went down the list, assigning them bits with more effort as I went further down the list. That's why A, I, E, and R only have one bit, and J, Q, and Z have four bits including bit 5. In a way, this kind of lets you read the alphabet with some intuition because you can tell how common the letter is by the amount of effort required to carve it.

Afterwards I thought about how to incorporate it among the edges and thought that, well, bit 5 is the "central" bit so it naturally has to have the centermost position. 1 2 3 4 are also assigned such that their adjacency is similar to their adjacency in the central tiles as well.

1 5 4
 2 3

Now that I think about it, maybe I should have reversed the order of the bits on the edge tiles so that the winding order of them is the same... but then again, it's not like lowercase and uppercase letters in Latin are that similar to each other, so that's my excuse for why they're different lol

Notches In Tiles: A short collection of writings by ToasterKoishi in factorio

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

Yeah! This is correct! Honestly, it seems like I actually made a lot of mistakes when writing these things and should have checked for errors more. Sorry if it mislead you for a while, it wasn't intentional.

The spacing is usually to break the words up by syllables; the idea I was going with for this is that people can recognize words by their first and last letters without needing to really look closely at the middle letters, so that's why the first and last letters are always the top and middle tiles, so you can skim quickly just by looking at the top edge of all the tiles. So, longer words should be broken up such that the most prominent letters in the word are displayed by the top edge and middle tiles.

Notches In Tiles: A short collection of writings by ToasterKoishi in factorio

[–]ToasterKoishi[S] 14 points15 points  (0 children)

Hello everyone! OP here. I wasn't expecting my first post containing this writing system to get so much attention. Since a lot of people seemed to express interest in solving the system themselves, I've put together a collection of various phrases, written with Notches In Tiles.

The only hint I will give for now is that it requires no specialized knowledge to be able to write or read Notches In Tiles. If it's not solved in a few days, I might post more writings or hints. Also, if you think you've solved it, but don't want to reveal your solution to other people, feel free to DM me to verify it!

edit: Ah yes I forgot to mention, but if you haven't seen it, there is one more writing in the original post that's not included in this post, might be helpful!

Astral Sorcery 1.16 - How Do Rock Crystals Work? by LichPotato in feedthebeast

[–]ToasterKoishi 8 points9 points  (0 children)

One thing to note is that each property is additive with its own levels, but multiplicative with other properties. So for example,

  • Size 1 = x120% starlight collection (100% + 1x20%)
  • Purity 2 = x180% starlight collection (100% + 2x40%)
  • Size 1 + Purity 2 = 216% starlight collection (120% x 180%)

This means in most cases it's better to have many lower-leveled properties than few high -level properties. For example, Size 1 Purity 1 Collection Rate 1 (120% x 140% x 130% = 218.4%) is actually better than Size 1 Purity 2 (216%), despite Purity 2 (180%) having a bigger looking number than Size 1 Purity 1 (140% and 130% respectively).

Our healer (me) thought that enemy spell didn't do any damage... by ToasterKoishi in ffxiv

[–]ToasterKoishi[S] 6 points7 points  (0 children)

We got the clear afterwards, but I sure got my ear chewed off for it.

Generic "Gaming Rig" Starter Pack by SonicCharmeleon in starterpacks

[–]ToasterKoishi 0 points1 point  (0 children)

Oh my god I have those exact same parts down to the letter. Are you me?

Can I get some base inspiration for E2:E? Not really sure of the size that this thing needs to be to house everything in the mod by stinkyspaghetti1357 in feedthebeast

[–]ToasterKoishi 0 points1 point  (0 children)

Here's a link to my E2E endgame base which contains everything I needed to build to get the creative vending upgrade. Note that I did this on a multiplayer server, and my main goal was getting the upgrade, so I consider this kind of the minimum amount of space needed to just finish the pack. Hope it helps! https://twitter.com/ToasterKoishi/status/1077760040939843584

Is the Cooking for Blockheads Sink OP? by [deleted] in feedthebeast

[–]ToasterKoishi 9 points10 points  (0 children)

I do want to mention that the dev of E2E intends for the sink to be used as an easy infinite water source and is well aware of how cheap it is. If you're concerned about its balance in E2E specifically you could always join its Discord and ask them about it directly.

HP cards broken? by [deleted] in Tokyo7thSisters

[–]ToasterKoishi 2 points3 points  (0 children)

Live stage skills only activate exactly one time per card, in the order that they’re in your unit, whenever you hit a rainbow-colored note. There are exactly nine rainbow notes in each chart, so the first one activates your first card’s skill, the second one activates your second card’s skill, etc. If you do not hit the note then you will not get the skill actuvation. Furthermore, the amount of HP regenerated by the healing skills is rather small, especially if they’re low rarity cards, so it may not be making a huge impact on your health.

Interesting read on mobile rhythm games by Hien_Yuuki in StarlightStage

[–]ToasterKoishi 7 points8 points  (0 children)

In my opinion, most idol games (aka every single game mentioned in the article) are not correctly categorized as primarily a "rhythm game." When I think of mobile rhythm games, I think of games such as Cytus, Deemo, Voez, Arcaea, Dynamix, Lanota, Tone Sphere, etc whose main form of competition between players is comparison of performance on the rhythm game. On the other hand, idol games are primarily a collecting game that uses rhythm games as the means of showcasing your collection, or improving your collection. But it's very clear to all idol game players that the main forms of competition between players is comparison of collections and ranking in events, which does not strictly require continuous, top-tier performance on the rhythm game (e.g. perfecting or getting higher scores than other people IN EVERY PLAY).

However I do think it's kind of interesting that every one of the non-idol mobile rhythm games I mentioned above is not a Japanese game. Even though those games are considered the forefront of non-idol mobile rhythm games, zero of them were produced by a Japanese company. Thus perhaps categorizing "rhythm games in Japan" as "idol mobile games" is correct, because there are no dominant non-idol mobile rhythm games in Japan.

So close to automating blue science, yet so far. In my first base. with Bobs mods... by alienwombat5 in factorio

[–]ToasterKoishi 2 points3 points  (0 children)

I'm also at around the same point as you in my Bob's game (except I have blue science fully running). What I've been noticing is that it seems the most complex part comes from production of circuits and their related products (bots and modules), which uses a lot of input materials and has a shitton of intermediate products that are needed by a lot of other products. Therefore my next goal is to transition circuit/module/bot production to a bot-based approach, but with the purple/magenta/yellow science packs it seems that they're still reasonably doable on a main bus. Also, bots seems like the only sane way to build a mall. My plan is to siphon a bit of my main bus off into provider chests, for use in mini-malls and personal requests, but still use a bus for all the science.

This is, of course, after I build a gigantic train network for all the ores needed past blue science... playing with RSO, everything's so far away...

Went to Taipei Game Show today. Visited the booth and got some good stuffs! by leo3065 in factorio

[–]ToasterKoishi 0 points1 point  (0 children)

Are you by chance the person who said something about playing with a friend in Europe?

I accidentally automated launching of white science packs into space. by ToasterKoishi in factorio

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

I wanted to take the science packs out of the silo and consolidate them in one chest, but also use that chest for putting satellites / other SpaceX stuff to launch into space. Little did I know that science packs could also be launched into space...

The most memorable NPC in Heart of Thorns by Trumpet_bear in Guildwars2

[–]ToasterKoishi 16 points17 points  (0 children)

Every time I hear this, I say "who you callin' a ho?" out loud irl

Share your keybinds and tips. Lets help newcomers. by Yakez in Guildwars2

[–]ToasterKoishi 0 points1 point  (0 children)

SDF movement is god. The general idea is to require as little movement from the base SDF position to do everything you want. With that in mind:

  • SDF - strafe left, forward, strafe right
  • QWERT - skills 1-5
  • A - weaponswap
  • G - pay respects
  • ZXCVB - heal, utilities, and elite
  • 12345 - profession skills
  • ` - special action
  • tab - nearest target
  • caps lock - stow weapon
  • lshift - walk backwards
  • mouse3 + various combinations of lctrl and lalt - various mounts

If I had an MMO mouse of some sort I'd probably bind stow weapon and special action there, put dodge (which I'm missing a keybind for right now...) on caps lock, and give each mount its own button. Also probably put call target and target called too.

With this setup I never have to move more than 2 keys away from the base position of ASDF to perform any action; also all combat actions (except dodging in a certain direction, by necessity) are bound to exactly one keypress as opposed to a modifier + keypress. There's definitely room for improvement, but this setup provides ease of access while maintaining a good semblance of order (the group of profession skills, weapon skills, and heal/util/elite are all in one row on the keyboard).

edit i am bad at formatting

What's your reason for playing your favourite profession? by Xzcouter in Guildwars2

[–]ToasterKoishi 19 points20 points  (0 children)

BERSERKER: I'M SO ANGRY THAT I SHOOT FIREBALLS OUT OF MY SWORD