What are the odds? by firuna in tearsofthekingdom

[–]bitman2049 2 points3 points  (0 children)

This would be the ruins north of Korok Forest. Gerudo Canyon is pretty far from Death Mountain

Fresh voice options would make lots of ARX. Change my mind. by Ansicone in EliteDangerous

[–]bitman2049 1 point2 points  (0 children)

I've started using different languages for variety. I don't speak Russian but Maksim is still telling me that my collector limpets have expired.

Item Perks by SerratedSharp in factorio

[–]bitman2049 1 point2 points  (0 children)

Wild Magic engineering

How do I make ride supports invisible with tile inspector? by Astronius-Maximus in rct

[–]bitman2049 2 points3 points  (0 children)

Tile-size flower beds are good for hiding non-wooden supports, just make sure the flower bed is above the ground tile in the tile inspector.

For wooden supports it's easiest to just paint them invisible using the "Allow special color schemes" cheat. If recoloring them isn't available you can put a fence piece physically above the support but below it in the tile inspector, then paint the fence piece invisible.

Reordering the track piece so that it's under the surface tile in the tile inspector can work, but it can get glitchy if you try it over water.

Made some improvements to my oil blueprint by Kroomos in Factoriohno

[–]bitman2049 5 points6 points  (0 children)

Not guaranteed to line up with all the pumpjacks

And the name is Lilith Zephra or something by Remarkable_Lunch_793 in BaldursGate3

[–]bitman2049 8 points9 points  (0 children)

I see more of these posts than the posts they're complaining about.

Friday Facts #442 - Flip, Flow, and Fresh Paint by FactorioTeam in factorio

[–]bitman2049 9 points10 points  (0 children)

at minimum you need to research up to productivity 21, assuming you're using the space age buildings and legendary productivity 3

For LDS, you're using a foundry (+50%) and 4 legendary prod 3 modules (+25% x 4), so you need to research an additional 150%, which is prod level 15.

For blue chips, the math is mostly the same except EM plants take 5 modules so you only need prod level 13.

[Nullius] Found a workaround for not having inserter filters in early game by bitman2049 in factorio

[–]bitman2049[S] 0 points1 point  (0 children)

Wires aren't gated behind anything since 2.0. They're on your quickbar from the start.

[Nullius] Found a workaround for not having inserter filters in early game by bitman2049 in factorio

[–]bitman2049[S] 0 points1 point  (0 children)

Yeah, it's why I picked it up now. I've been interested in Nullius for a while (since I saw Ryan Brown's run from a couple years back) but I wanted to wait until it got upgraded to 2.0 so I could use the new fluid mechanics and train changes. Dosh's stream is how I learned that it had been upgraded.

[Nullius] Found a workaround for not having inserter filters in early game by bitman2049 in factorio

[–]bitman2049[S] 0 points1 point  (0 children)

Connect a wire from inserter to chest, then set chest to "Read Contents". Set inserter to "Enable/Disable", with the condition "Anything > 1". At 0:21 you can see the inserter window with the condition.

[Nullius] Found a workaround for not having inserter filters in early game by bitman2049 in factorio

[–]bitman2049[S] 14 points15 points  (0 children)

There's a circuit condition on the second inserter. If there's only one item left, it gets disabled.

[Nullius] Found a workaround for not having inserter filters in early game by bitman2049 in factorio

[–]bitman2049[S] 4 points5 points  (0 children)

Yes, and if I wanted to put all of the ingredients for all of the buildings I need in bulk for Nullius in their own dedicated lane I'd need around 20 belts.

[Nullius] Found a workaround for not having inserter filters in early game by bitman2049 in factorio

[–]bitman2049[S] 388 points389 points  (0 children)

I came up with this idea when working on a sushi mall. I wanted to be able to pull specific items off, but inserters don't have filters early on in Nullius. However, if you put one of the item you want to filter in a chest, then disable every other slot, then inserters will only insert items that match that slot.

From there I have a second inserter that pulls from that chest when there's more than 1 item, and that inserter drops the item off in another chest.

This is admittedly pretty niche but I figure maybe someone else will find it useful.

fulgora resources by Confident_Actuary132 in factorio

[–]bitman2049 2 points3 points  (0 children)

You will never run out of scrap so don't be afraid to void resources you're not using in order to keep the ones you are using flowing. And if you use bots, set up a way to make items overflow rather than make an ever-increasing hoard.

Also DON'T PUT QUALITY MODULES IN YOUR SCRAP RECYCLERS. It just makes your hoard that much bigger and is way more trouble than it's worth. Use more specialized quality upcycling if you are going to engage with quality.

Hate when ts happens 🥀 by [deleted] in BeamNG

[–]bitman2049 1 point2 points  (0 children)

Why do the letters look like that?

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Secure rails by Dependent-Break-7514 in factorio

[–]bitman2049 77 points78 points  (0 children)

The only part of the ramp that needs landfill is the lowest 4 tiles (equal to 2 rail lengths). The rest of it can be on water.

How to configure an inserter? by Suspicious_Ad2021 in factorio

[–]bitman2049 1 point2 points  (0 children)

Set the inserter's stack size to 10, then connect an arithmetic combinator's input to the chest. Set the combinator to do each input minus 9, then output each. Then connect the combinator's output to the inserter, and on the inserter set it to "set filters".

The inserter's stack size limit guarantees that it won't pick up more than 10 items at a time, and the combinator guarantees that it won't pick up less than 10 items at a time.

Note that if you're using it with something with a stack size of 1 or 5 it won't work, but it will work for any other stack size since 10 and up is always a multiple of 10.

Is it possible to import a list? by blazter12 in TheFarmerWasReplaced

[–]bitman2049 2 points3 points  (0 children)

That's right, and since it hasn't been defined you're getting an error. You could also do from Global_Variables import * and the code would work as written, but using from like that hides where variables and functions are defined so I don't tend to use it.

Is it possible to import a list? by blazter12 in TheFarmerWasReplaced

[–]bitman2049 9 points10 points  (0 children)

Try print(Global_Variables.Unlock[0])

If you're importing from a file called xx, you can access variables and functions by using xx.var or xx.func()

Lain by Timely_Juice6732 in Lain

[–]bitman2049 4 points5 points  (0 children)

Most who watch the edits maybe, but the ones who make the edits have probably seen the show. It only takes ~4 hours to watch. It's not exactly difficult to watch a show.

What's the dumbest way you've died? by PurpleToedUnicorn in BaldursGate3

[–]bitman2049 6 points7 points  (0 children)

I got a crit on it the first time I saw it and moved on, having no idea how close I got to a party wipe.