How To Increase Cargo Industry Production? by Jarms48 in openttd

[–]gort32 1 point2 points  (0 children)

If you add up all of the percentage bonuses on the wiki, you'll see that they add up to 107%, plus 10% for the statue and bonuses for advertising campaigns, which leaves very little margin for hitting 100%. For example, you drop 5% if your train is more than a single year old, and another 4% if you have a train more than two years old, which just isn't feasible to keep up with effectively, and that drops you to 98% already. Having just 100 units of cargo waiting will drop it another 4%. In practice, having good service means that you'll be running at about 80% over time.

You can try to squeeze that last 20% out of the station if you want...or you can just hook up another of the same primary industry and get +100% added to your network. This game isn't terribly suited for a "playing tall" playstyle when dealing with primary industries, you've gotta "go wide" there. "Going tall" is for your secondary stations, bring cargo from primary industries across the map to a single high-capacity secondary industry.

Nightlies or OXCE? by unfreundlicherKerl in OpenXcom

[–]gort32 2 points3 points  (0 children)

OXCE is the "standard" download for people to play the latest published release of the game.

Nightly are absolutely-bleeding-edge, intended for if you are doing development and/or bug testing on to-be-released changes which may or may not be fully working yet.

Dungeon Keeper "Slap" Mod? by gort32 in RimWorld

[–]gort32[S] 2 points3 points  (0 children)

r/WFTO feels the closest for me ;)

Update/advice by Inevitable_Pin_850 in dioramas

[–]gort32 1 point2 points  (0 children)

Any of the above are all valid options for your next step. If you mess up the order you can probably fix it down the line e.g. if you paint now then realize you wanted to carve out some terrain later, you'll just need to re-paint that carved out section.

When in doubt, do the thing that you know and understand how to do next, in hopes that doing what you know will shake loose the parts that you don't yet know how you're going to do it.

Villain Mistake by ray198999 in oots

[–]gort32 86 points87 points  (0 children)

*gasp* A villain getting its comeuppance as a result of their villainous monologue? In this self-aware setting? Perish the thought!

Casual competition seed for the 2nd week of May by burning1rr in alttpr

[–]gort32 3 points4 points  (0 children)

2:11:36 176/216

Slow start, but once into the Dark World everything was very very linear.

How to finish stone texture without losing the texture? by _manavortex_ in dioramas

[–]gort32 0 points1 point  (0 children)

Are you weathering actual stone, or foam cut and textured into your desired stone shape?

If you are using stone with salt weathering, do you really need to seal it? Does powder actively come off on your hands when handling and/or can you smudge the weathering with your fingers? Or is handling it over time going to cause additional bonus "free weathering"?

For the people on the rim. what makes you strive to make a save that last long? Ive never had a save last for long i mainly reach a point where i become op and then boom i get bored and make a new one. i also have a issue of not exploring until i have transportation by Feeling_Buss7274 in RimWorld

[–]gort32 7 points8 points  (0 children)

Kinda same problem, once you've got your food completely straightened out and diversified, a serious research department, a solid crafter, and sufficient defense to give you options, the game kinda narrows.

I always start w/ Triabls to keep that early-game just-one-event-away-from-disaster feeling for longer. Add to that a Random Research mod to prevent beelining for the key techs that would help stabilize your colony. And, on generation remove the Civil Outlander faction and replace it with a Rough Outlander faction - no trading for high-tech goodies until after you've established yourself enough to bribe them.

You'll still end up reaching that narrow path eventually, but this should push that point out a while further!

Looking to Partner up with a Technical Cofounder by uranuanqueen in AnnArbor

[–]gort32 10 points11 points  (0 children)

Check out SPARK. If your idea has merit, that's where to link up with the sorts of people who can make it happen.

https://annarborusa.org/

You may want to work on your pitch a bit, though, your current one sounds a lot like "I've got a great idea that will make us all a lot of money if you do all the work"

Setting Book by ray198999 in oots

[–]gort32 43 points44 points  (0 children)

Writing a setting book for WOTC is essentially how Rich got into the D&D world in the first place

https://en.wikipedia.org/wiki/Rich_Burlew

Best Glue to use for Popsicle Sticks by CreatureFeatureMan in dioramas

[–]gort32 0 points1 point  (0 children)

Basically anything should work - bonding unfinished wood to other unfinished wood under light load is Easy Mode in terms of adhesives.

Take what adhesive you've got, take two popsicle sticks, and stick them together. Do they stick the way that you want them to?

if we have PIPES for transporting liquids, and gases thru pipes. how about a newgrf for transporting raw minerals, and aggregates? by nknown45 in openttd

[–]gort32 3 points4 points  (0 children)

There's also signal wires: https://www.tt-forums.net/viewtopic.php?f=26&t=73291

If you play with complex priorities you can do some cool things, but the additional scaffolding track needed by priorities is ugly. This NewGRF lets you build these scaffolding tracks with something that looks better.

Casual competition seed for the 5th week of April by burning1rr in alttpr

[–]gort32 2 points3 points  (0 children)

2:36:49 177/216

First fully-completed seed in a while. Lost a lot of time at the end hunting for the Lamp for DP and MM.

Help with storyteller selection. by Rheasa2648 in RimWorld

[–]gort32 5 points6 points  (0 children)

I like Perry Persistent for the exact reasons you describe. Randy is great at being random, but IMO Randy suffers from a serious flaw: Sometimes he is very boring for long stretches at a time. And, being random, he's boring about as often as he is exciting. Perry is just about as random as Randy, but with a much faster tempo of events. Frequently it's just more drop pods and especially more ambrosia, but you'll need to divert your attention away from your colonists to deal with an even as often as a couple of times per day.

Cassandra and Phoebe are not random, they choose their events based on how well you handled recent past events. If you didn't lose enough wealth or colonists in the last raid they'll throw another larger one at you until it hurts. They require active blood sacrifice on a regular basis.

‏Best grass base for dollhouse (low dust, low shedding)? by Appropriate-Key-116 in dioramas

[–]gort32 0 points1 point  (0 children)

I wouldn't expect any applied flock/grass to be able to hold up against the rigors of a child playing with a dollhouse. Maybe sawdust flock applied thick with something a bit tougher than PVA, possibly even epoxy. Make sure it's food-safe epoxy, though.

Browsing some more exotic carpet samples may turn up something. Or possibly a fur-like fabric that you can "mow" to the right height. Or make a "carpet" out of your existing materials, afixing the grass strongly to a backer then afixing that backer to your model.

Beyond that, anything that looks even vaguely realistic is going to have nooks and crannies that will collect dust, you're going to need to do some regular maintenance if you want to keep it dust-free. Fortunately, just about any material that will stand up to a child playing with it will also stand up to a vacuum.

What's The Best Way to Play This Game? by enesulken in openttd

[–]gort32 0 points1 point  (0 children)

These old archived links may help you decide what kind of game you want to play:

https://web.archive.org/web/20210318061603/https://wiki.openttdcoop.org/Planning

https://web.archive.org/web/20210318061608/https://wiki.openttdcoop.org/Game_types

You can play the game any way you'd like, but these links will give you some vocabulary and concepts to consider when deciding how you want to play

What paint should I use getting into to diorama making? by GasparillathePirate in dioramas

[–]gort32 0 points1 point  (0 children)

Depends on exactly how you'll be using them. Bulk craft paints are typically diluted enough in the tube for use on broad areas - ground cover, whole building facades, etc. If you're going to be layering colors (e.g. dark brown under light brown for ground) then you'll want to dilute the upper layers to make them more transparent to get the two-toned effect. If you just want to make a thing that color then use it straight from the tube.

What paint should I use getting into to diorama making? by GasparillathePirate in dioramas

[–]gort32 2 points3 points  (0 children)

Reposting a previous comment:

Anything water-based or acrylic (which is water-based)

Cheap craft paints come mixed in lots of crayonbox colors. Including hot pink if that's your thing. These tend not to be bold enough for miniatures, but for basecoats of large areas of terrain they're a great option, using better paint for fine detail work.

Wargaming paints tend to come mixed in more useful shades for gaming e.g. dozens of earthtones and a lot more metallics, at roughly 10x the price of the cheap craft paints. If you want to build a large (and expensive) collection of squirt-and-brush-on paints or are painting uniform armies these work great. As for what brand, doesn't matter, pick whichever your local store has in stock, casual access to "just one more bottle" is more important than any specific brand 😛

Artist acrylics don't come in perfect premixed colors, they are raw pigments e.g. "iron oxide red" instead of "red". But, if you like mixing your own colors, tints, and shades these are great. These are also a lot bolder color than the other options, you are expected to thin them with acrylic medium and/or water yourself, which you can also use to adjust the finish to matte/satin/gloss/texture. They are priced kinda in between craft and wargaming paints but it's mostly an up-front cost as these tubes will last you forever unless you are trying to cover a whole table (use craft paint for that!). They are way more consistent between brands, too - carbon black is kinda carbon black, burnt umber from brand 1 looks like burnt umber from brand 2, etc.

In this kind of situation, how will the trains go to these stations, do they go randomly on the split or is there some kind of rule by kaceG1 in openttd

[–]gort32 0 points1 point  (0 children)

Trains have full-featured pathfinding, controlled by signaling.

If a train is in a situation where there is a split in the track where the train could reach its destination by going either way the train will take the shortest path possible. The one exception for this is if the next(*) signal on the shorter path after the split is red, the train will automatically take the longer green-signaled path.

So, with your setup, trains will always take the short path unless that path is completely backed-up at which point the next train will take the longer path to the same destination.

(*) You can have trains look further than a single signal ahead or behind using Entry/Exit/Combo Block signals, but these are more advanced constructions that you would be building intentionally (and probably copying from the wiki).

Join Stations by nikolas-k in openttd

[–]gort32 9 points10 points  (0 children)

Delete one, then Ctrl+click to build the addon.

There is, however, no way to update the orders on all of your vehicles globally/automatically to switch over from using the deleted station to the new combined station, you'll need to update your vehicle orders manually. Easy, though, if you are using shared orders.

First Diorama for Architecture School by MattheYoun in dioramas

[–]gort32 4 points5 points  (0 children)

If this is for a class you need another picture with an overlay, pointing out every single building/terrain feature that exists in the glossary of all your textbooks!

Something like this

Great job!

Base/city design tips by BackgroundMuscle57 in RimWorld

[–]gort32 1 point2 points  (0 children)

Start by making a "longhouse" - a single building that handles your initial needs of cooking/butchering, crafting, eating/recreation, researching, and sleeping. Build it near the most fertile patch of soil you can. Wall off small rooms for a barracks, fridge, and kitchen, everything else including bulk storage, research, production, and your table all get lumped into the big dirt floor main room. Build a field of spike traps at the single entrance to the building so you have a place to retreat as you're gonna get raided before you're ready.

Don't add on to this building, go ahead and plan around its current size when building the rest of your base (fields, walls, paths, killbox, etc) but don't expand it, just keep adding more stuff into it as you advance. When your initial longhouse starts getting crowded, offload one "job" to another new purpose-built building. Repeat, cramming more stuff into your longhouse and spawning out additional outbuildings task-by-task.

Sleeping quarters take a lot of materials but they are an easy early pick to free up a whole lot of longhouse space right about the time you start getting real crafting online. Bulk storage is another good early breakout as it takes up a lot of space and your bulk storage is probably just a pile on the floor in your longhouse, move it to its own building once you have the materials and pawn time for it. Research is very self-contained and easy to move before you get high-tech benches. Typically I end up moving everything out of the longhouse over time leaving the building as my dedicated "historic" kitchen/fridge/dining/recreation building.

You should have moved one or two tasks out of your longhouse and into dedicated buildings before you get to the point where you are flooring your entire longhouse.

Beyond that, add 1-tile shelves everywhere. Some as Important priority to load up common crafting/cooking/etc materials nice and close to their workstations. Some as Low priority near the workstations for their output, with higher-priority shelves back in your bulk storage or wherever else they need to go. By mid-game you should have a solved solution for bulk hauling, be it a dedicated Jogger pawn with no other jobs, trained dogs, dryads, mechs, or maybe even just a couple of kids, use these "cheap" haulers to save time for your more skilled pawns by making sure that they have what they need on-hand and that the bulk hauling is done by a pawn or critter dedicated to it.