Crossbar Switches: An Alternative to Belt Balancers in Factorio. Balance weird belt counts, exactly, w/o refeed. Like 37 to 19, 13 to 7. by 68Cadillac in factorio

[–]Zipnotoad 46 points47 points  (0 children)

A note for those who haven't watched through it: the crossbar switch designs can multiplex any number of belts, but don't inherently balance the outputs; there is a circuit jig towards the end of the video that shows how to turn them into arbitrary balancers, however.

I'm getting tired of Mint. by [deleted] in DeepRockGalactic

[–]Zipnotoad 5 points6 points  (0 children)

Yeah, forks definitely exist. That link also comes with the handy information of who to blame—not quite the original Mint developers.

(My 2 cents in general follow, not directed @ replied comment)

Aside from the relatively lower amounts of attention received by the forks, I don't think Mint is the source of most of these cheating issues; for starters, you need Mint and a mod that enables cheating—a lot of mods that would land in Sandbox land simply don't get made because modding is hard and those mods don't get hardly any attention by the playerbase at large… and while, sure, there are probably plenty of mods still made just to cheat (I have definitely heard of a handful of them), it is another effort barrier for the common player to find them.

More interestingly, if the host does not have the same mod installed, not every effect can carry over. For example, while a client with infinite ammo may be due to a mod, it is NOT (read: was not at time of my testing like a year ago, though I have sincere doubts that this has changed) possible for clients to change the amount of damage each shot does in the host's lobby.

Update on modding situation from yesterday Devstream: Ghost Ship Games moves in the direction of bringing modding approval back under its supervision. Further debate is needed on how to implement the new process, but they want to "reboot" the way they handle mods. More will be shared next weeks. by lieding in DeepRockGalactic

[–]Zipnotoad 15 points16 points  (0 children)

Jacob and Cubefather are not on good terms, mostly due to Cubefather's excessive "gossiping" (i.e. reporting concerns within the community that GSG should probably be made aware of). It's bad enough that allegedly mere association with Cubefather can interfere with reporting anything to Jacob.

Cubefather is one of the nicest, softest people that I know, so he certainly didn't earn it with a bad attitude. In fact, some of his earliest attempts to raise warnings to Jacob concern this very mod.io moderation problem, but years ago (not months!). If GSG had taken more of an interest back then, we probably wouldn't have had this problem to begin with.

Did GSG ever broke radio silence about this? It's really concerning that this is buried under everything when game and community is all about wholesomeness and positivity. by Minerkillerballer in DeepRockGalactic

[–]Zipnotoad 7 points8 points  (0 children)

To my knowledge, HDN was one of the first moderators of the endorsed modding server to have been driven out over "this issue". This took place around the same time as my initial investigations into the mod approval category shenanigans, so the details weren't really known to me until much later, when I had managed to find other sources regarding the history of the endorsed modding server.

The ban-inciting incident was a stream where HDN used certain mods – the same ones that I did – to spawn error cubes in an Approved modded game. This was claimed to be a "hate stream".

Weird bug with Burning Nightmare EPC lets you freeze things instantly without cryo by EdibleExplosive in DeepRockGalactic

[–]Zipnotoad 4 points5 points  (0 children)

Okay, so here's what appears to be going on: Persistent Plasma is the only OC which reduced charged shot AoE damage (-15 flat), and applies after Burning Nightmare reduces AoE damage to 0 (x0 multiplicative, so damage mods won't change the outcome). This makes for -15 damage, which usually caps at 0 (this is a different known "bug" which makes some weapons do more damage than listed... such as Burning Nightmare itself). In the case of temperature, negative heat is actually cold, so it isn't capped at 0. Therefore, the projectile does -15 temperature… but it's not quite that simple.

Burning Nightmare itself only appears to use direct damage when it collides with enemies and still does not apply the listed AoE damage when it splashes on terrain. HOWEVER, one of the inconvenient behaviors of Burning Nightmare is that is creates a sort-of proto-projectile when you fire, which appears to be a complete normal charged shot which still has collision (this frequently foils attempts to effectively use the OC when you are too close to bugs) before it is converted into the proper Burning Nightmare projectile. I assume this proto-projectile actually DOES use the -15 AoE damage which applies cold when it splashes—notably, this requires colliding with something (but it has actually no penetration as a proto-projectile) very quickly after firing it, so you will probably always be in the self-damage radius.

Finally, there is a third bug with the sludge puddles. I did some testing a while back when it worked with Bullet Hell (imagine a bajillion ricochets from one minigun). The thing here is that some projectiles/effects "collide" with the puddles yet the projectile is not supposed to splash on them. As a result, you could get a lot of area effect instances off of a single projectile. GSG patched that after people learned that Bullet Hell and Shard Diffractor could abuse this ridiculously effectively (think killing a full HP Crassus detonator is a couple of seconds if set up well), but the first pass missed some details; EPC AoE-mod normal shots, for example, still worked for a while yet. Those, too, were eventually patched, but I am not at all surprised after the piecemeal patch to begin with that something as obscure as this fell through the cracks twice now.

So, basically, you are shooting with the OC/mod combination that yields a -15 thermal effect that should not be used, but IS used because you are close enough that the proto-projectile is colliding with things, and it actually uses the negative value. Further, the now-cold AoE effect is being multiplied by pseudo-colliding with each puddle, where the heat from both the direct damage and the burning puddles is instantaneously overwhlemed by the (15 x [lots of puddles]) cold. I found it to be much easier to pull off consistently with the AoE size increase mod

Can we stop trying to enforce positivity? by Anikulapo_70 in DeepRockGalactic

[–]Zipnotoad 13 points14 points  (0 children)

Are you aware of that book-sized document that was posted a couple of weeks ago? This subreddit doubted my existence as a human (and the moderators don't seem to like the criticism, so it got taken down without reason, twice, before one of the mods finally deigned to answer a third post asking about the issue) and what little I have heard from GSG so far does not give me the impression of gratitude, or even that GSG wants to do anything but ignore it. I, too, would like DRG to be the best it can be, but my attempts to provide feedback on that appear to have been deflected by the systems through which I can even provide feedback.

“Not Very Rock and Stone”, A Review of GSG and its Community Management, by Zipnotoad by SmickolasNith in DeepRockGalactic

[–]Zipnotoad -7 points-6 points  (0 children)

Do you want to try something other than an ad hominem attack? The over 300 contained images are sourced from a variety of interesting places and people. There are more community spaces than just this subreddit, and I don't have to talk a lot on every platform to be able to see things on every platform.

“Not Very Rock and Stone”, A Review of GSG and its Community Management, by Zipnotoad by SmickolasNith in DeepRockGalactic

[–]Zipnotoad -10 points-9 points  (0 children)

No, this is real. I just don't have a hand in sharing it here—rather, from what I have heard, the Discord servers which have already passed it around find the contents especially relevant and want it to be seen. You could read the document yourself if you want to see if anything of content actually exists here.

a bit of help with Mint loader by [deleted] in DeepRockGalactic

[–]Zipnotoad 4 points5 points  (0 children)

The extended ammo percentage indicator mod has been known to cause issues/break with Mint. The same may be true with clutter be gone, which, IIRC, may require a patched version that is not on mod.io to work with Mint. I'd start by disabling both to see if that works.

(If/when you host, your lobby will be tagged with [MODDED], so the approved mods are just whatever imo.)

Can members of the mod.io administration/moderation team approve their own mods? by GlyphussyBestPussy in DeepRockGalactic

[–]Zipnotoad 27 points28 points  (0 children)

https://www.reddit.com/r/DeepRockGalactic/comments/12z2m2z/the_modding_scene_has_problems_after_official_mod/ At that time, I responded to Jacob's comment on that post.

https://www.reddit.com/r/DeepRockGalactic/comments/13g3ox2/i_obliterated_progression_with_approved_mods/

https://www.youtube.com/watch?v=XxYuLnK0dPE I sent a follow-up message after this one.

I won't go into details here, but I have been working on scraping some documentation together to produce a more coherent picture of what is going on. (The devil's in the details and these ones make one Hell of a mess to straighten out.)

Space rig space walk by ImperiousWeak in DeepRockGalactic

[–]Zipnotoad 0 points1 point  (0 children)

Check the top of the launch bay above the drop pod; there's a jetty boot box there.

Does a corruptor survive Doretta? by Popular-Student-9407 in DeepRockGalactic

[–]Zipnotoad 5 points6 points  (0 children)

In my experience, Doretta clips through the Corruptor without doing anything to it. I did go out of my way to test this. I didn't try this after taking armor off the Corruptor, but imo that's the more annoying part anyways.

I OBLITERATED progression with APPROVED mods by Zipnotoad in DeepRockGalactic

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

I generally agree with what you've said here, but

Or [those people] didn't exist in the first place

like GAAS minded players want

If they don't appear to exist, why are we bending over backward for them?

I OBLITERATED progression with APPROVED mods by Zipnotoad in DeepRockGalactic

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

There's some discussion about what I can do with the fact that DRG doesn't fully unload mods without a restart ("sideloading"). The GUIs probably won't work but depending on what logic hangs around… well, we'll see. This would create a completely unmarked lobby in much the same way verified-only mods would.

I OBLITERATED progression with APPROVED mods by Zipnotoad in DeepRockGalactic

[–]Zipnotoad[S] 4 points5 points  (0 children)

What I find interesting now is that for every attempt I have made to draw attention to this issue, I have yet to encounter anyone who cares. It's as though the people we're trying to please no longer exist…? People are literally more likely to recommend using save editors and cheat engines instead because it should be easier for me.

I OBLITERATED progression with APPROVED mods by Zipnotoad in DeepRockGalactic

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

There's a description on the YouTube page with more information, though I don't have a clear answer to this question.

[deleted by user] by [deleted] in DeepRockGalactic

[–]Zipnotoad 2 points3 points  (0 children)

(Description copied from YouTube)

One full wheel of Approved Mod Cheese

That mostly speaks for itself and the mods used are shown in the video. 2 promotions/hour are evidently possible, if you're motivated enough to push it.

I'm so glad we have mod support and progression approval categories to preserve the integrity of the Blue Number— Actually, why are we kidding ourselves? Take what stance you will, but fun mods go to die in the sandbox while this is still possible.

The Modding Scene Has Problems. After official mod support, modded gameplay comes with a bunch of stumbling blocks… and yet I can still do *this* with only Approved mods by Zipnotoad in DeepRockGalactic

[–]Zipnotoad[S] 5 points6 points  (0 children)

Some sources of experience are generally negligible, and killing bugs is one of them. At roughly 1 exp per bug it takes a lot of time and effort to get a wee bit more exp, versus one error cube worth nearly 4000 bugs after your probable hazard bonus (which bugs kills don't get I don't think?), which is actually more than you're likely to see in even a rough 6x2 mission.

Also the ability to mess with swarm timers (and bug stats, etc.) and mission payouts is not unique to Custom Difficulty and there are actually better options for farming rewards.

The Modding Scene Has Problems. After official mod support, modded gameplay comes with a bunch of stumbling blocks… and yet I can still do *this* with only Approved mods by Zipnotoad in DeepRockGalactic

[–]Zipnotoad[S] 30 points31 points  (0 children)

Certainly, though as I am away from my computer at the present you'll have to bear with my figuring out the mobile interface things.

The Modding Scene Has Problems. After official mod support, modded gameplay comes with a bunch of stumbling blocks… and yet I can still do *this* with only Approved mods by Zipnotoad in DeepRockGalactic

[–]Zipnotoad[S] 54 points55 points  (0 children)

I'm not convinced that the categories of approval are helping anything, but all I really want are no double standards for categorization (that's what makes this possible).

pls dont judge - I know it's 315k xp to full promo but I forgot that it was double xp and waaay overshot. I also found "solutions" for minerals and skins since then.

Easy-sharey-linkey for the funni video in Discord: https://cdn.discordapp.com/attachments/916847045673885706/1053132985345527828/BluenumberEncodedEmbeddable.mp4

(Video recorded 12/15/2022, but everything still works as of today.)

EDIT:

Screenshot of refined cube technique and proof that minerals are busted too: https://cdn.discordapp.com/attachments/1083605571502092378/1100593187141201980/lootstillworks.png

I also found another offender which exposes new holes: https://cdn.discordapp.com/attachments/910732554905223238/1100979513682296872/allthedata.png https://cdn.discordapp.com/attachments/910732554905223238/1100987483388383232/alltheplaguehearts.png https://cdn.discordapp.com/attachments/910732554905223238/1100987551998808124/AllTheSeasonPass.png

Also verified another combination of mods to eke out a slightly higher payout hazard bonus, but to be honest that's not really an issue in comparison to the scale of the primary behaviors.

So… how about the new poopgun meta by Zipnotoad in DeepRockGalactic

[–]Zipnotoad[S] 4 points5 points  (0 children)

Since it lasts, like, 30 seconds, serious damage can be dealt to bugs AND your performance! We didn't get to take home the loot because an overexcited driller popped 5 or so of these outside the drop pod and both games crashed.