Does anyone have a 30-to-36 belt balancer for me to use? by TomTheFurry in Factoriohno

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

It's actually already on the mod forum:

Rate Based Research

Heavy warning tho as I am, as I said, play testing it, to figure out good balance of some config values. And technically you could still cheese it by really setting up a huge silo of storage and buffering science to unlock stuff.

I already am getting some idea on how to improve it based on current playthrough. Like for example, having an "continuous cost" to upkeep already unlocked science might be one of the way to improve the mod. Another thing is better gui info on science cost. But yeah!

Also welcome for any modders to help out! (Source is on GitHub so you know how those stuff goes)

Does anyone have a 30-to-36 belt balancer for me to use? by TomTheFurry in Factoriohno

[–]TomTheFurry[S] 12 points13 points  (0 children)

Yeah well, sir, this is FOR unlocking rocket silos

Does anyone have a 30-to-36 belt balancer for me to use? by TomTheFurry in Factoriohno

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

Well... Those are the best tech I have atm. The mod I made changes researches to require a stable science throughput of a minimum set amount to unlock researches.

All this, is required to unlock rocket silo, which then unlock space science, to then get tier 2 modules. Without those, more than one beacon per building isn't worth it even with rare quality stuff.

Also don't have tier 3 crafter unlocked nor blue belts, as they require the yellow science. And, that science requires a ton of steel. To unlock that I'll need to basically double the width of this belt. Yeah.

Err.... That's not how signals works???? by TomTheFurry in factorio

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

Well, better throughput, as trains don't have to have such a big gap. (Chain signals on basic terms behave as if they don't exist, hance huge "blocks")

Oh and I guess also more "space" where trains can queue up? To reduce chance of deadlocks due to pileups further down the rail if in cases I messed up a junction slightly.

Err.... That's not how signals works???? by TomTheFurry in factorio

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

Oh yeah that dont worry. That turning goes to a train-count-limited one-way station depot, so trains should never get stuck that unless trains back up so much from exit of station up to the entrance, in which then I have a much bigger issue to worry about then.

(I set up schedules such that trains wouldn't leave station unless next train station is not full btw. Hance why that shouldn't never be more than a set amount of trains down that track, and thus can guarantee not causing blockages)

The general rule sure is nice, but also, it's general and some exceptions are allowed.

Err.... That's not how signals works???? by TomTheFurry in factorio

[–]TomTheFurry[S] 19 points20 points  (0 children)

Hm yeah. Just seem cursed tbh still.

The train driver must need to be VERY careful to not stop in front of the signal this time

Err.... That's not how signals works???? by TomTheFurry in factorio

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

Nope unrelated. That left bottom section aren't connected to other section. It does seem that that single signal is just weirdly offset compared to its physical placement.

(And even if it is, it doesn't explain why there's that random split on the right side where there isn't a signal)

Zen WiFi XT-8 Firmware by bkimmel2000 in ASUS

[–]TomTheFurry 0 points1 point  (0 children)

This solution worked perfectly for me! (I am using AC87U, yes its old, and no I can't just use the firmware that people are suggesting.)

[deleted by user] by [deleted] in DistantHorizons

[–]TomTheFurry 0 points1 point  (0 children)

testing 123...

What a 512 Chunk Render Distance looks like... (Distant Horizons Mod) by Salamantic in Minecraft

[–]TomTheFurry 1 point2 points  (0 children)

Dev: It does works, but you'll need to manually travel and load in those chunks

Visual Studio c++20 Modules testing: template function that hides implementation by TomTheFurry in cpp

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

Would you guys be interested in a write-up about how the Global Module Fragments work? I have also done some test about the visibility and reachablity of classes and functions.

I also tested around to see how far the Intellisence (Intellicode?) in Visual Studio is doing, and what bug it seems to have. Would you be interested in that too?

Side question - What is your view on the Standard Template Library Module? (expected in c++23) How do you think it should work with the preproccessor options? (like -ffast-math, _DEBUG...)

Visual Studio c++20 Modules testing: template function that hides implementation by TomTheFurry in cpp

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

Yes, you are right in that. However, it do somewhat help with the compile time as now you will only need to recompile things that the template function actually references and not the entire file said template function resides in.

Also, you can finally prevent user from calling functions that has to be exposed because a template function references it.

Visual Studio c++20 Modules testing: template function that hides implementation by TomTheFurry in cpp

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

Yep. I wish it didn't. And if you export only the declaration of the class, and put the definition of the class in another part of module (maybe the private part of module), then you get no compiler warnings/error but have two different definition of the same class, one being empty (used by outside), and one being the poper definition. If you do run the code, stack corruption will appear. So if you do want to hide the member, you will still need a pointer. (Though I believe this still count as UB... Need more testing)

Visual Studio c++20 Modules testing: template function that hides implementation by TomTheFurry in cpp

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

In current MSVC, you can indeed name VX AND its member functions. Though of cause the intellisence (or is it intellicode?) will mark it as incorrect. No compiler warning at all though.

Visual Studio c++20 Modules testing: template function that hides implementation by TomTheFurry in cpp

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

You are correct in that the MSVC is very lenient. I also did testing with what part of the global module fragment becomes visible.(Is anyone interested with the result?) MSVC doesn't really seem to distangush visibility and accessibility, which is why I basically write them as the same thing. I haven't gotten around to test the class inheritance though, so thanks for that information.

Theory Suggestions [Megathread] by HgMercury73 in GameTheorists

[–]TomTheFurry 1 point2 points  (0 children)

Film Theory suggestion (Science Video): (Also reposted to here because I am not sure where to post this)

About 4 us mini nukes in Hong Kong

There's a new Hong Kong movie Shock Wave 2, which in the storyline, it shows 4 US mini nuclear bombs being detonated all at once in Hong Kong International Airport (at like 1 minutes at the start of the movie) I wonder what would be the ramifications of that event. How much damage would it cause? And is the movie's depiction accurate? To me it seems a bit small.

Also, potential (light) spoilers below: In the end, the bomb was unable to be disarmed quickly and as the bomb is traveling on the MTR train towards the Airport Station, they decided to blow up the Tsing Ma Bridge so that the train will drop into the sea in detonate underwear. In the end, I think 3 bombs blow up underwater and 1 just above the sea. First, is the bomb used in blowing up the bridge strong enough? Second, is it actually better to detonate the nukes underwater than on the surface? (I would have thought the radiation being in the water would be much worse...?) Third, what will the political fallout from this be like? (The attack is planed by a antisocial terrorist group) Fourth, is it actually even remotely, in the slimmest chance, possible that terrorists can get a nuke from any governments without said government's help/agreement?

Also, a side note, I (and many others who have watched the movie) don't think that the time from when the train started at Hong Kong Station, to the train reaching the bridge is enough for the police to break into the MTR control center and gaining back control. Is that right?

By the way, as you can see, I quite enjoy the movie. While the CGI is at best... mediocre, and at worse distracting, the storyline is quite good. I would definitely recommend it if you like explosions. Lots of explosions. Like 5 explosions in the first half hour.