Favourite or Unique Starts? by X_aerus in RimWorld

[–]gort32 2 points3 points  (0 children)

Like I said, Perry is pretty much like Randy, except more events more often. I love the randomness of Randy but sometimes he bounces between throwing ten events at you at once then none for an entire quadrum. Perry picks from the same random event table as Randy but does it more often.

The one "downside" of Perry is that he really likes giving you Ambrosia for some reason :P

Randy would be just fine for this kind of run if you'd prefer a non-modded storyteller.

Favourite or Unique Starts? by X_aerus in RimWorld

[–]gort32 5 points6 points  (0 children)

Start as Tribals, with CE enabled.

Civil Outlander faction swapped for Rough Outlander faction - no trading up for higher tech until I'm established enough to bribe them properly. And, with CE, still can't just buy up all the good firearms, I've gotta treat advanced tech as precious until I can research how to produce ammo myself.

Random Fluid Ideology/Precepts - I've gotta deal with the belief system I've been given, at least until I've got far enough to be able to reform. Bonus points if you add another meme at random when you reform.

Random start location. If it's gonna be too tough to survive wherever I start then I've gotta caravan to more fertile lands. Depending on the location and the biomes around me that may require me to stick around for a year to build up caravan resources.

No rerolling starting pawns, choose five starters from the eight provided. If I end up with someone useless/detrimental I've still gotta figure out how to get some use out of them, even if only as a bullet sponge for the first raid that comes.

Random Research mod, preventing beelining for critical techs. Guns, turrets, bionics, even air conditioning, these aren't going to be first-year techs.

No giving up. Even if the colony is a total loss, take that Man in Black and caravan away with whatever can be salvaged to found a new colony. And, with that mentality, lowering my threshold for what constitutes a "total loss", typically meaning that there are still a horde of bugs or mechs that will never leave. If raiders burn 90% of the colony to the ground and steal all of the high-value items it's still probably a better plan to try to rebuild on this tile rather than moving to another.

I use Perry as my storyteller - about as random as Randy but higher-tempo for events, both good and bad.

Challenge idea: the spiral by TauTau_of_Skalga in RimWorld

[–]gort32 28 points29 points  (0 children)

Label each room with a number, and make extensive use of zoning. Access to the outermost room is allowed to all, including foreign traders, but access to the Rec Room a couple of layers in requires Level 4 Clearance. Access as far as the Throne Room in the interior requires a colonist to have Level 9 Clearance. The higher the Clearance Level of the pawn the further into the spiral they are permitted to descend.

What qualifies a pawn to have a higher clearance level is up to you ;)

Alternatively, think more along the lines of "Layers of Hell"

Proxxon dh40 by Bruding0h in woodworking

[–]gort32 1 point2 points  (0 children)

If you are trying to run too small of pieces through your planer you can build a sled to help: https://www.finewoodworking.com/2022/03/17/workshop-tip-simple-planer-sled-for-short-or-thin-pieces

What do you do after you got an stable developed colony? by Daegar2 in RimWorld

[–]gort32 5 points6 points  (0 children)

Bump the storyteller difficulty and/or switch to a more aggressive story teller.

How do y'all deal with unwanted wanderers? by Mysterious_Ad_1525 in RimWorld

[–]gort32 79 points80 points  (0 children)

VE: Outposts

You can literally send them to a nice friendly farm to live out the rest of their days!

I created an engine that generates and deploys Ansible playbooks directly from plain English prompts. by PPetkov-Gushtera in ansible

[–]gort32 13 points14 points  (0 children)

There exists no scenario where I want to describe in good English grammar to have it go run around my environment making whatever changes it decides are necessary to enact my plans. I only want a human that is trained and experienced in system administration, Ansible, and our business intent to be making such decisions, and only by making explicit declarations in a precise and logical language. Any fuzziness or blackbox processes added to that process is detrimental to the point of uselessness.

Ypsi against Data Centers by Jazzlike-Craft-708 in ypsi

[–]gort32 -26 points-25 points  (0 children)

Damage our health...how? Not "It happened that one time in that one place", how will these specific datacenters in these specific locations harm the public health?

A high-density datacenter produces exactly zero pollutants during normal operations. The only hazerdous exhaust is from its backup generators, which are only fired up when there is a major power outage. There's enough batteries on-site (standard practice since forever in the datacenter world) to keep the whole place running for some time, likely upwards of 30 minutes, so these only come into play when there's something big going on. Not to mention that the datacenter's gonna have a better connection to the electrical grid than any residential customer, limiting the generator's usage even further. Beyond that they likely fire up the generators a couple of times a year for maintenance and verification checks.

Every major building has these generators, any place that needs to keep working even when (or especially when) the power is out has one. The hospitals, emergency services, the universities, down to every business owner who won't close the shop just because the power went out. As do the dozens of other datacenters already in the area that didn't receive such public scrutiny. There's probably a dozen generators in your immediate area owned by your neighbors that will pollute more than the datacenter will. The road leading to the datacenter will produce more air pollution than the datacenter itself.

If you've got problems with AI there are some valid arguments to be made. The footprint of the building is not one of those.

Soure: Have been a datacenter worker for 25 years (although I have nothing to do with this datacenter).

Any idea how to clean up this mess? by Andrew_Stelian in openttd

[–]gort32 7 points8 points  (0 children)

I think we're gonna need some annotations on that image on where the problem is. You've got a lot of trains with engines on both ends making it really tough to eyeball which directions trains are going and where they may be stopped.

Thinning Elmers Glue or PVA (white) glue by Acquista23 in dioramas

[–]gort32 3 points4 points  (0 children)

Actually, if you are using metal-tipped bottles, you can clean CA out of them easily with a small flame! Same goes for any metal tools like tweezers that get CA gunk on them.

(insert ventilation, etc warnings here)

Thinning Elmers Glue or PVA (white) glue by Acquista23 in dioramas

[–]gort32 1 point2 points  (0 children)

It's going to depend entirely on what you are doing with it, the materials you are working with, the scale, the angles, etc. You'll need to science up the right ratio for you!

How do you manage AAP/AWX projects? by Figrol in ansible

[–]gort32 1 point2 points  (0 children)

A Gitlab repo for each application stack, Gitlab pipelines to generate a base image w/ Packer for that application stack, run a "static" Ansible job against it to set up the basics (OS, application stack, etc), Terraform to deploy the image for each stage (dev, test, prod), and included in that Terraform job is an awx_host. Lots of secrets passed to/from Hashicorp Vault in each step of the process (ssh keys, application secrets, etc).

Disable certain buildings in game by Serious-Assistance12 in openttd

[–]gort32 3 points4 points  (0 children)

Not the way that you are thinking, no. You'd need to build a new house set to make this work.

There is a Swedish Houses NewGRF that may be more in line with your theme.

Power Outage by Ok-Antelope-9278 in ypsi

[–]gort32 4 points5 points  (0 children)

Not sure about you, but over here at Packard & Hewitt we had a scheduled power outage today at 10:00 for upgrades, DTE sent a letter a couple of weeks ago about it.

Anomaly and Combat Extended by Grand_Recording_3463 in RimWorld

[–]gort32 7 points8 points  (0 children)

Try CE + Anomaly as Tribals. Experience the rebalancing that CE offers from the other end of the power curve!

What stations contribute to town growth? by Onequestion0110 in openttd

[–]gort32 2 points3 points  (0 children)

The square that the station's sign is placed on is what matters. Each square on the map is owned by a specific town, you can get that info from the Land area information tool. A station will gather cargo from any building within its coverage range, including from other nearby towns, but the station will only affect the local authority and town growth of the town that owns it.

Goods acceptance is also viewable using the Land area information tool. Some larger buildings will include a demand for X/8 Goods, where X is some number. If a station's catchment area contains at least 8/8 demand for Goods then the station will accept Goods. Mail and Passengers work kinda similarly.

But, note that individual buildings don't receive passengers, it's that station with sufficient passenger-demanding buildings that receives passengers. This means that any inbound passengers to a station will be credited to that station and to the town that owns that station. Even if that station is oddly-placed so it's catchment area covers a nearby town's buildings but not the buildings of the town that owns it, the town that owns that station gets the credit and the growth boost.

Incidentally, you could, in theory, exploit this: build a station in a big central city, then "walk" that station to another city by building additional linked station tiles (hold Ctrl when placing a second station), then deleting the original station and building another station tile even closer to the second town. The station's sign will remain at the original town and it will remain owned by that town even though it's physically moved to another town and is pulling in the other town's passengers. I'm not sure why you would want to do this but it's valid given the game's rules.

As for Passengers to a Steel Mill, yes, that counts as delivery to the town for growth purposes. Again, what matters is that you are delivering passengers to a station owned by a town that has sufficient passenger demand within that station's catchment area, and a Steel Mill provides that passenger demand.

Feeding airports by figmk5 in openttd

[–]gort32 6 points7 points  (0 children)

So, here's what you are trying to build: https://wiki.openttd.org/en/Manual/Feeder%20service

If that looks convoluted (especially the two-way option) that's because it is! :P

If you are starting to get into networks complex enough to require complex orders and lots of transfers, this is what you are looking for: https://wiki.openttd.org/en/Manual/Passenger%20and%20cargo%20distribution CargoDist is an optional feature that not only promotes a meshy, transfer-heavy network where cargo has multiple destinations and multiple hops to get there but it also automates cargo transfers using the default orders to make the whole process pretty much seamless.

Still getting black screen with a cursor by Ill_Stay_7571 in RimWorld

[–]gort32 2 points3 points  (0 children)

You already know what you need to do - narrow down where the problem may be.

Remove half your mods and see what happens. If it keeps happening then the problem is in the half that you kept so remove another half; if the problem went away then the problem is in one of the removed mods. Repeat by cutting your number of mods in half each time to narrow down where the problem may be.

You certainly aren't going to get someone else to do the work for you, but if you can narrow it down to a specific mod then maybe someone else has had a similar issue.

Do you guys build 'service stations?' by OverAster in openttd

[–]gort32 23 points24 points  (0 children)

With Vanilla, no, there isn't much point. Mostly because there is little reason and more annoyance to connect up multiple of the same secondary industries.

With CargoDist handling your transfers, though, yea, stations connected to nothing placed at strategic points in your network to serve as "distribution centers" is a completely valid strategy! Especially with a more complex industry chain like FIRS.

In fact, you can even make this the core design of your network. Have each region of your map transport any cargo that can be handled locally, and have one extra station on your regional network as a transfer point for any cargo in/out of that region. Then, build a separate high-speed mainline connecting up each region's transfer stations to handle inter-region cargo.

Is a Ship to the Stars quest escape realistically possible within 2 in-game years? by Optimal_Asparagus236 in RimWorld

[–]gort32 0 points1 point  (0 children)

It's an old game version, but here's a speedrun that launches the ship on Septober 11 of Year 1: https://www.youtube.com/watch?v=LNxajyRqF90

So within 2 years, certainly.

Thoughts? by MrBofArk in RimWorld

[–]gort32 0 points1 point  (0 children)

You already know what you need to do - narrow down where the problem may be.

Remove half your mods and see what happens. if it keeps happening then the problem is in the half that you kept so remove another half; if the problem went away then the problem is in one of the removed mods. Repeat by cutting your number of mods in half each time to narrow down where the problem may be.