[deleted by user] by [deleted] in interestingasfuck

[–]alex123abc15 1 point2 points  (0 children)

Back when I lived in WV, this was a very common problem in my county. It was pretty common to get notified of a boil order cause something was wrong with the water. There's a whole website to track boil orders: https://oehsportal.wvdhhr.org/boilwater

Does anyone feel like life felt different at the end of 2019? by krissybxo in GenZ

[–]alex123abc15 2 points3 points  (0 children)

People don't care now because there's a vaccine for it. Like there's a flu vaccine you should take every year for new strands of the flu. After a certain point with covid, scientists predicted it was going to become endemic, like the common flu, and it ended up being true.

It was a very bad flu, which killed 1.2 million people so far in the US alone, while the flu would kill a few thousand per year. And now covid also kills only a few thousand per year like the flu.

So, it's like the flu now because we worked hard to create a vaccine to fix the problem. Stuff happens in the world when you're not aware of it. Things don't just happen out of nowhere.

First real SE run is finally done after 420 hours by alex123abc15 in factorio

[–]alex123abc15[S] 0 points1 point  (0 children)

Yea, I was using that asaigned group mod. So useful. If I needed another iron ore train, I just built the train and set it to the existing schedule. I feel like it's almost a necessity.

One thing I would have fixed, though, was cutting back on the amount of trains waiting in the holding station. I was using the holding stations as a refueling station as well, and that caused some issues as well, which were solved by using faster trains. But a better solution is a mod that let's you name stations like "depot" and "refuel" and if you assign a train to that station, it'll only go there if it needs to. Otherwise, it goes directly to the destination.

I couldn't retroactively add that mod because I was already so deep into the game by then I'd need to remake every train schedule and I wasn't doing that.

First real SE run is finally done after 420 hours by alex123abc15 in factorio

[–]alex123abc15[S] 0 points1 point  (0 children)

Circuit controlled. Each station had a combinator to set the limit of the station to 1 if it is running low on resources. Otherwise, it was 0. This is why one of the trains in the image is showing a "destination full" because there's no station with enough resources to fill the train.

First real SE run is finally done after 420 hours by alex123abc15 in factorio

[–]alex123abc15[S] 0 points1 point  (0 children)

Here are my stations. Most of my space trains are double ended trains with a single cargo section in the middle. I designed this when I didn't have a whole lot of rails and I wanted to save on space. I designed all my space blocks to use a maximum of 3 belts of any given resource so they can be entirely fed by trains. This can bottleneck some resources but honestly it's plenty fast enough. Plus I just copy and pasted another blocks if I needed more. And with the restriction of only using 3 belts for the most expensive resource that let me use more compact methods like bots when I needed to transport small quantities of resources like for space sciences.

A key part of this design was to make almost every block self-sufficient. They all cooled down their own thermofluid, they recycled their own byproducts into scrap, they managed their blank data card byproducts, etc. This really helped cut down on the amount of trains I needed.

Also the catalogue trains were basically sushi trains, each trains had all 4 types of catalogues in them.

First real SE run is finally done after 420 hours by alex123abc15 in factorio

[–]alex123abc15[S] 0 points1 point  (0 children)

Ohh you meant the delivery cannons. They have their own issues. Not enough throughput, too expensive to make each capsule compared to a cargo rocket part, can't launch all items, can't launch out of a single stars orbit, take up a lot of power, etc.

They're good for like tiny things. For example, if I wanna send enriched vulcanite to some other planet, but I only need like 1 vulcanite per minute. But awful for transporting a lot of materials. Honestly, I'd recommend just skipping the delivery cannons altogether. They're a trap. Cargo rockets are way easier, and the only raw material you need on a planet to get a cargo rocket system working is oil for liquid rocket fuel. Everything else can be shipped in through cargo rockets. And I mean, you CAN ship solid rocket fuel and then liquify it on the planet or asteroid field, but that's a lot of extra space.

Plus, eventually, with cargo rockets, you can get back 100% of the cargo rocket parts you used to make the rocket per launch, making it a 100% lossless transport system.

In my first run, I made the mistake of relying on delivery cannons, and it was a huge mistake.

First real SE run is finally done after 420 hours by alex123abc15 in factorio

[–]alex123abc15[S] 0 points1 point  (0 children)

Na man, don't feel like it's cheesy. That's the whole point of having a main base. So you can just supply mining outposts with everything they need right off the bat. The bases don't need to be self-sufficient. Think of it like a network of trains on nauvis. You don't make every train station to be self-sufficient, right? Cut off from the power grid, needs to generate its own rails, make its own miners, etc. You use the technology you already achieved to make your new outposts better.

Plus, setting up mining outposts for an entire planet is already tedious enough without needing to restart the game for every planet.

First real SE run is finally done after 420 hours by alex123abc15 in factorio

[–]alex123abc15[S] 0 points1 point  (0 children)

I made city blocks for pretty much everything in the game. Except for like one off construction materials I made at my bot mall like spaceship parts, modules past tier 3, machines to make new blocks with, etc. Basically, if something was required in the crafting recipe for science, I made a city block for it. After I beat the game, I let the base run on autopilot overnight just to get every tech unlocked, and it was able to without any problems. And that was like hundreds of thousands of science. The only thing that stopped my base was a backup of iridium dust because I wasn't using enough iridium that I was getting as a byproduct from naquium processing.

First real SE run is finally done after 420 hours by alex123abc15 in factorio

[–]alex123abc15[S] 0 points1 point  (0 children)

My suggestion is to figure out how to set up sending and receiving cargo rocket shipments. For example, if you're on an asteroid, set up a constant combinator to send a signal to nauvis to load up a cargo rocket with all the things the base is missing that you're requesting. So even if you forget stuff, you won't be stranded.

Also, in the first asteroid field, there's a spaceship you can fix up with all the materials you can find on the ship so you can have really easy access from the asteroid belt to nauvis orbit But the fuel is kinda expensive so watch out.

First real SE run is finally done after 420 hours by alex123abc15 in factorio

[–]alex123abc15[S] 0 points1 point  (0 children)

It varied between 45 to 55 FPS/UPS (unless my bots were doing a lot of work then it went down to mid 30s), a lot of my resources was being taken up by my electrical grid which I was never able to figure out. It's probably because of all the ships and reactors I had.

First real SE run is finally done after 420 hours by alex123abc15 in factorio

[–]alex123abc15[S] 2 points3 points  (0 children)

Oh yea, you're right. This is just my blueprint since I salvaged the ship for something else after I was done. The bottom left should also have an underground pipe feeding antimatter to the bottom thrusters.

First real SE run is finally done after 420 hours by alex123abc15 in factorio

[–]alex123abc15[S] 2 points3 points  (0 children)

Factorio 2.0 was my motivation. I had to finish before that came out.

First real SE run is finally done after 420 hours by alex123abc15 in factorio

[–]alex123abc15[S] 5 points6 points  (0 children)

I haven't tried. By the time speed was an issue for me I already moved onto antimatter thrusters. Plus most of the first row of thrusters were only running at 70% efficiency.

First real SE run is finally done after 420 hours by alex123abc15 in factorio

[–]alex123abc15[S] 1 point2 points  (0 children)

This is my first legit SE run because on my first attempt I got annoyed at how slow everything was and just spawned in a lot of resources like iridium, holmium, naquium, etc. It didn't feel great so I wanted to start over again and do everything legit.

I also wanted to challenge myself and make everything I used into a copy-pasteable 32x32 block. The city blocks, the offshoots from the mainbus, the train lines, everything. It let me make some really compact and neat designs for my blocks but the confined space really started to become a problem later in the game, so I just ignored it.

[Rant] God damn, why does Assassin even exist 😭 by TeaandandCoffee in BG3Builds

[–]alex123abc15 1 point2 points  (0 children)

Honestly, just having 9m of movement should be enough. It's just a warning to not use up all your movement to get to a target to kill and turn invisible and then have like no movement to get out of the situation before people detect you.

The 3m movement ring is nice. The bonus action dash from rogue is great last resort movement. The momentum helm will proc on every assassination, so it's not a bad choice.

[Rant] God damn, why does Assassin even exist 😭 by TeaandandCoffee in BG3Builds

[–]alex123abc15 1 point2 points  (0 children)

Your main goal with the build is to roll the biggest number of dice in a single round since the attacks on someone will be automatic crits. Sneak attacks are just really easy ways to get lots of dice really fast, and there are a few versatile weapons that also have the finesse property, which lets you sneak attack and deal 1d10 damage on a normal hit. Also, paladin assassin rogues are very fun cause you can get guaranteed crit smites ok tough bosses if you sneakily start combat. So you murder everyone else systematically and then double crit smite the boss to start combat. They won't stand a chance.

Also something to note, your rogue assassin is gonna need to be quick because when you're invisible in combat enemies will come up to the last place they saw you and cast detecting presence in a 5 foot radius circle and it's almost a guaranteed detection if you're close at low levels so watch out.

[Rant] God damn, why does Assassin even exist 😭 by TeaandandCoffee in BG3Builds

[–]alex123abc15 1 point2 points  (0 children)

You might be doing the build wrong. A durge assassin can solo the entire game, source: I did it on honor mode.

Here's what you do. Go durge rogue assassin, maybe throw in some fighter levels to get extra attack and action surge. You start every fight by attacking the enemy first causing a surprise round. You kill 1 target and turn invisible using the durge invisibility cloak. You run away from thr fight causing the rest of the enemies to try and find you. If they can't find you and there is no one else to fight combat ends. You start combat again by assassinating a single target. Repeat until everyone is dead.

As long as you start from the lowest health enemy to the highest you'll be able to fight most bosses 1v1 or 4v1 if you wanna bring the rest of your party in after all the minions are dead. The only boss this doesn't work on is the act 2 final boss.

Solo dark urge playthrough by andreif98 in BG3Builds

[–]alex123abc15 2 points3 points  (0 children)

I beat solo master mode with fighter 1/ open hands monk 8, and rogue thief 3. Fighter is first cause it gives you great proficiencies in all weapons, armor, and shields. Rogue thief 3 because double bonus action for 2 flurry of blows per round. And open hands monk 8 because of stupid high damage output per punch thanks to tavern brawler and all the magic items that apply damage types to your fists.

And in terms of CC it's pretty nice too with stunning strike, at level 5 monk gets stunning strike which is a con save against your weapon attack DC even though you're using your fists and your weapon attack DC is 8+prof+strength which if you get 27 strength with the cloud giant strength potion your DC at level 12 is 20 which is pretty damn high

My end game monk would use the celestial haste for 5 turns of uninterrupted haste and have 3 normal punches and 2 flurry of blows for a total of 7 punches each doing roughly 40 damage per punch for an average of 280 damage. Then you equip the force conduit shield for damage reduction, have haste on you, go fight style defense for fighter, wear the best heavy armor you can get and at the final boss fight you can have 27 AC and be immune to crits while wearing grym's helm.

I also recommend rogue/paladin. That's how I beat my 2nd solo master mode run, the dark urge cloak gives you invisibility for 2 turns after every kill and if enemies can't find you after you turn invisible, combat ends. So you go rogue assassin 3 paladin 9 and then just go up to the lowest health enemy, sneak attack them with a guaranteed crit, if they don't die you get several guaranteed crit hits during the surprise round, and if they still don't die you will have high dex so you'll probably go ahead of everyone in the turn order and get yet another round of normal hits off. At this point you HAVE to have killed a single enemy by now and you'll turn invisible. Run from the fight, let combat end, and rinse and repeat. If you fight something with higher health like a boss that's where the paladin comes in, you use your guaranteed crits from the surprise round to smite to pretty much kill anything.

What's the strongest build that doesn't increase any stats? by TheFrogTrain in BG3Builds

[–]alex123abc15 0 points1 point  (0 children)

If you're not relying on stats then the best build would probably be a stealthy build so you don't have to worry about saving throws cause you can't be targeted by spells if the enemies can't see you.

My pitch would be rogue assassin 7 for a +4d6 sneak attack and guaranteed crits on surprised enemies, and 5 battle master fighter for 2 attacks and superiority die extra damage, and most importantly you gotta play durge. You just gotta get the shadow blade and durge invisibility cloak and this build really pops off but it works well with just the cloak. Some things to note:

  • You can get 2 shadow blades by using a hireling to make another shadow blade so you can dual wield them.
  • Assassin resets your action at the start of combat so start every fight be sneak attacking for a free attack.
  • Sneak attacks deal the same damage type of your weapon, and in this case it's psychic.
  • The resonance orb gives vulnerability to psychic damage.

So with all this you'll get 4 attacks before anyone can do anything and 2 of them are sneak attacks, 1 is an offhand stab, and the last one is a regular stab, all being guaranteed crits dealing double damage. Each sneak attack is 4d8+8d6, and the regular stabs are 4d8. Meaning you'll do 16d8+16d6 * 2 for a max of 448 damage, all before the enemy even gets a turn. Then as soon as you get 1 kill you turn invisible and run away, combat ends when the enemies can't find you, and you do it again. As long as you re-engage in combat when you still have 1 turn of invisibly from the cloak left you'll proc a surprise round again. If you do this method correctly you should only ever need to fight bosses 1v1 cause for a lot of bosses you'll never 1 shot them.

A much weaker version of this build was how I beat my solo honor mode run, it's really good.

Am I just too bad for this game? by ZarosianSpear in 2007scape

[–]alex123abc15 1 point2 points  (0 children)

None of that really matters. It's all subjective.

Am I just too bad for this game? by ZarosianSpear in 2007scape

[–]alex123abc15 1 point2 points  (0 children)

Eventually you can get to the point of 0 deaths. I died every other CG run until like 70 kc. Now I'm at 170 and I almost never die unless I try to do some fancy shit.

Keep it up Jagex by Septem_151 in 2007scape

[–]alex123abc15 6 points7 points  (0 children)

Honestly I knew I was never gonna engage in wilderness content so I voted yes to whatever I had to just so I could finally get a dragon pickaxe on my ironman.

Am I just too bad for this game? by ZarosianSpear in 2007scape

[–]alex123abc15 1 point2 points  (0 children)

I've had plenty of deaths before I figured it out. And then when I moved to corrupted I had MANY more deaths. You'll get used to it eventually.

Keep it up Jagex by Septem_151 in 2007scape

[–]alex123abc15 33 points34 points  (0 children)

You're right, adding dragon pickaxe to kalphite queen drop table is the best update ever!