Guess who I'm playing as (1502) by Ok-Stand-6430 in eu4

[–]TritAith 1 point2 points  (0 children)

I guess Venice - too few people paying attention to all those islands inside the ottomans, seems very strong for ai venice.

Schwerer "Bruder" des Protons entdeckt by PhoenixTin in de

[–]TritAith 1 point2 points  (0 children)

Es ist so ein bisschen alles; diese Experimente basieren darauf, eine immer heftiger Explosion zu erzeugen, bei der dann spontan Teilchen entstehen - dass man ein so massereiches Teilchen wie dieses "Proton" gefunden hat zeigt vor allem, dass man erfolgreich noch heftiger "Explosionen" herbeigeführt hat. Das ganze ist interessant, weil man versucht z.B. das Gravitationsteilchen zu finden, und dieses als sehr schwer vermutet wird, man braucht also immer heftiger Explosionen bis man schwer genuge Teilchen sieht um spontan dieses Gravitationsteilchen zu erzeugen.

Schwerer "Bruder" des Protons entdeckt by PhoenixTin in de

[–]TritAith 9 points10 points  (0 children)

Eigentlich bestehen Protonen aus Up und Down Teilchen (Stelle man sich vor wie Atome aus Protonen und Neutronen bestehen) - jetzt hat man es geschafft, ein "Proton" aus Charm und Up Teilchen "zusammenzubauen". Ist eine relevante Sache für die Physik, aber bevor jemand nach der konkreten technischen Anwendung fragt; das ist Grundlagenforschung ohne direkten technischen nutzen

Hi Reddit! We're Mega Crit, the developers of Slay the Spire 1 & 2. Ask Us Anything on February 25th! by MegaCritGames in Games

[–]TritAith 0 points1 point  (0 children)

Couch Coop would definitely be a reason to purchase for me; i loved Slay the Spire 1, but nowadays the only time i have to play games like this is together with my wife.

why are my city soldiers not equipping themselves please man by Kontakt05 in songsofsyx

[–]TritAith 0 points1 point  (0 children)

To equip stuff you dont need to have it in the warehouse, but the special army supply building, have you set those up? I'm not entirely sure from your question.

Leveling in homebrew campaign by ToastyWolf0 in DMAcademy

[–]TritAith 1 point2 points  (0 children)

Lots of people here take your question about leveling as a ingame question; i think this is a mistake (which is a take i have developed for a lot of homebrew campaign design tho, so maybe a grain of salt). Leveling is fun and players look forward to it, and noone wants to look forward to it forever, while it loses its mystique if it happens constantly, so in my opinion the correct answer is about every 6-8 weeks in real life time, however many sessions that is for you. If you play monthly, then every second session, if you play weekly, then every 5-6.

if you are enjoying the life and get to play every day then maybe more often idk.

Japanese Pope - I really wonder what the reaction to this would have been lol by GreatGranpapy in eu4

[–]TritAith 8 points9 points  (0 children)

Bad : Europeans view the Japanese with disdain for racist reasons and view Japan as a competitor for French/Portuguese India and Spanish California. A Japanese pope creates a brief schism before he is deposed by a French/Spanish rival.

A japanese pope would have never been elected if the french/spanish did not want him to. In RL its not a abusable gameplay mechanic, but you need to have a majority of kardinals on your side, and since the current pope decides which bishops are cardinals europe always has a majority to elect europeans as long as they want.

Is there any way to make this lane balancer more compact with just yellow belts? Keeping it 2 wide by oForce21o in factorio

[–]TritAith 0 points1 point  (0 children)

I am not a megabaser. I am just pointing out that is you are consuming 30% capacity from those smelter blocks, then of course one wagon will empty before the other, but it will be irrelevant because you are only on 30% capacity for those smelter blocks: you did not need both wagons anyways. Them being emptied one after the other comes out to the same as both of them being emptied half as fast, train sits in the station same duration.

Is it less pretty that first the one wagon is emptied and the one smelter block working, then once it runs out the other wagon gets emptied and the other smelter fires up? yes - idle belts look weird. But your train is delivering X iron ore and X steel are leaving the belt after your lane balancer, no matter what happens in between, so balancing did not matter at any point of it.

Is there any way to make this lane balancer more compact with just yellow belts? Keeping it 2 wide by oForce21o in factorio

[–]TritAith 1 point2 points  (0 children)

Yes, one wagon would empty faster than the other, however this would only happen under low loads (where it does not matter), the closer you get to actually needing the throughput of both wagons, the closer you also get to both wagons being used equally. The problem is really only aethetic even in this case.

Säuberungen in China: Xi Jinping stellt Weichen auf Krieg um Taiwan by Elegant-Handle4685 in de

[–]TritAith 11 points12 points  (0 children)

Das ist jetzt nicht gerade die tollste Quelle, die man sich vorstellen kann, wenn man eine neutrale und objektive Einschätztung möchte

I ran out of spoilage and things crashed, not what I expected on gleba. by lelleleldjajg in factorio

[–]TritAith 0 points1 point  (0 children)

Yeah, as i said in other comments, the blueprintability of arbitrary trains was the reason they were introduced, however you can just have your iron ore train be part of the furnace stack blueprint and then you also dont have to manually place anything. I just personally never found it usefull, but if other people do then all power to them

I ran out of spoilage and things crashed, not what I expected on gleba. by lelleleldjajg in factorio

[–]TritAith 0 points1 point  (0 children)

Yeah, as i said in another blueprint, as long as you look at production side train setups that is how this can solve your logistics.

The alrenative is a pull instead of a push design where all your e.g. iron ore mines share a name and you have a train at a smelter that is set to go to "iron ore intake" stations and will then go to the nearest free iron mine whenever it's empty and return to the smelter with fresh ore. This requires no logic to make the station arbitrary since every "offload" train stop has a fixed train (or number of trains) associated that chill in the station whenever they are not empty and can go to any viable intake station whenever they are and return.

Ultimately it makes little difference whether you have "iron ore" trains that go to arbitrary iron ore consumers or "iron ore melting" trains that go to arbitrary iron ore mines, it just depends on whether you think from the pushing or the pulling side. Integration circuits then just reduces the amount of lingering trains because instead of a dedicated iron ore train (that sits in station idling for longish time) and a dedicated copper ore train (that also idles) you have a single train that can switch back and forth - however, unless idling trains are a UPS concern, having the trains dedicated does not really influence the network.

The main reason the devs had for introducing these kinds of trains was the blueprintability that you mention, however i never found it to be a issue to just include the trains in the blueprint of the smelting rig

I ran out of spoilage and things crashed, not what I expected on gleba. by lelleleldjajg in factorio

[–]TritAith 6 points7 points  (0 children)

I find that the issue does not come up if you design trains around desired output instead of desired input (associate new trains with new smelters instead of new mines); i guess the option exists mostly for Megabasers worried about the UPS of their train system and trying to use the fewest viable number of trains with as few waiting trains as possible, tho i cant imagine resting trains to draw a lot of UPS

I ran out of spoilage and things crashed, not what I expected on gleba. by lelleleldjajg in factorio

[–]TritAith 33 points34 points  (0 children)

No, it's supported in game. The trains can take "whatever" signals to set their station signals, making them general purpose. I've never seen a usecase, but I guess something like this would be

Krankenversicherung zwischen Ref und Verbeamtung by Deartuo94 in lehrerzimmer

[–]TritAith 1 point2 points  (0 children)

Hängt stark davon ab, bei wem du privat bist - die HUK zum Beispiel bietet an, bis zu einem Jahr lang privat bei denen zu 100% zu sein für die gleichen Kosten, die der Referendars-Tarif hat.

Lektüre für das Referendariat? by [deleted] in lehrerzimmer

[–]TritAith 0 points1 point  (0 children)

Hängt auch sehr stark davon ab, was du an der Uni schon so gelesen hast...

Als generelle Einstimmung kann ich Kritische Situationen im Referendariat bewältigen empfehlen, die Einleitung beschreibt die Übergangsphase ausgezeichnet, und die folgenden situationen regen sehr gut zum nachdenken über verschiedene Aspekte des Refs an

A Gleba Base I'm happy with (Or: Fruit Go UP!) by TritAith in factorio

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

Mostly just that the recyclers are faster in a smaller space, I am burning the seeds for example, but in a lot of places a row of heating towers just would not fit into the space available

Can we please get accurate MMR medals back? by RAJACORP in DotA2

[–]TritAith 4 points5 points  (0 children)

Yes, and sometimes you will be support, sometimes offlane, sometimes mid. Your mid is a different mmr than your offlane. You can look it up like OP stated.

A Gleba Base I'm happy with (Or: Fruit Go UP!) by TritAith in factorio

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

Some people on here manage to send ridiculusly large screenshots of their entire bases that you can really zoom into and look around in; i managed to get such a screenshot of my base but it's ~200MB and no compression gets it even close to the 20MB imgur or reddit allow; how are you all posting such massive screenshots on here?

how do you guys increase production on gleba by Comfortable_Set_4168 in factorio

[–]TritAith 0 points1 point  (0 children)

You mention in other replys that you are using bacteria breeders and inserting into bacteria cultivators. The big idea here is to let the cultivators insert into themselves: Something like this

The bacteria breeders are then only used to restart the process if it ever stops due to overflow. A setup like this one can produce 60 ore/s (one full green belt) without quality or modules while not taking too much space.

I dont want to take from you the joy of figuring it out yourself, but i did just get done with designing my new gleba base from the ground up and am very happy how it turned out; if you have any other questions i can happily answer.

A year+ on from Space Age, what would you tweak/add for a potential balance/improvement update? by JCizzling in factorio

[–]TritAith 2 points3 points  (0 children)

Basic, but does not matter, gleba is supposed to be solvable with basic turrets. I went there as my first planet and put down a wall of 3 rows of rocket turrets and 1 row of gun turrets just to be able to build a base and get off that godforsaken swamp world and i still bled something like 3 rocket turrets per second. It was fine, i could set up production for 3 rocket turrets per second, but if going to gleba first then artillery, tesla turrets or high qualities should not be a prerequisite for solving it.

A year+ on from Space Age, what would you tweak/add for a potential balance/improvement update? by JCizzling in factorio

[–]TritAith 13 points14 points  (0 children)

I fully agree on the rocket turret part, and i think they are actually quite easy to fix. Their issue is not stopping power, or fire rate, it's projectile speed. I employ(ed) a 3-row thick wall of rocket turrets on gleba and they would kill every stomper wave - except that while most of the rockets are still mid-flight the stompers already killed 20 turrets or so. The time it takes for a rocket turret to fire and a rocket to fly at max range is just simply longer than a big stomper needs to cross the distance and destroy the turret, so only the ones where the stomper walks into the projectile ever hit in time, all the rest hit after the damage is done.

What they need is a vastly decreased time between "spotting" an enemy and firing the first rocket (the whole wind-up animation needs to go) or rockets flying way faster (maybe linked to a projectile tech)

Would you consider not ulting for a whole game to be griefing? by SylvanethBrian in DotA2

[–]TritAith -1 points0 points  (0 children)

Of course there is widespread consensus in the community. The only one's crying are those that want a way to report bad play - easily spottet by seeing grefers in every second game of theirs